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-rw-r--r--servers/rendering/rasterizer_dummy.h3
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp123
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h16
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp19
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp121
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h16
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp19
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h7
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp7
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp22
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h11
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl31
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl110
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl28
-rw-r--r--servers/rendering/renderer_scene.h3
-rw-r--r--servers/rendering/renderer_scene_cull.h3
-rw-r--r--servers/rendering/renderer_scene_render.h3
-rw-r--r--servers/rendering/rendering_server_default.h2
-rw-r--r--servers/rendering_server.cpp21
-rw-r--r--servers/rendering_server.h23
24 files changed, 523 insertions, 134 deletions
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index 3f751cfbe8..b7cf0983af 100644
--- a/servers/rendering/rasterizer_dummy.h
+++ b/servers/rendering/rasterizer_dummy.h
@@ -201,6 +201,9 @@ public:
void update() override {}
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {}
+
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
};
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 b457f5d122..ac20515c28 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -589,11 +589,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
- scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
- scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
- scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
- scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
-
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
@@ -1942,13 +1937,67 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
@@ -1956,35 +2005,35 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -1992,7 +2041,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -2000,7 +2049,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -2009,7 +2058,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 12;
+ u.binding = 14;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2017,7 +2066,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 13;
+ u.binding = 15;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2939,6 +2988,48 @@ void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(
_geometry_instance_mark_dirty(ginstance);
}
+void RenderForwardClustered::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_FILTER;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
@@ -2976,6 +3067,8 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
}
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+
+ _update_shader_quality_settings();
}
RenderForwardClustered::~RenderForwardClustered() {
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index b70cefd980..6682c5e9b0 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -51,6 +51,15 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
enum {
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
+ SPEC_CONSTANT_DECAL_FILTER = 10,
+ SPEC_CONSTANT_PROJECTOR_FILTER = 11,
+ };
+
+ enum {
SDFGI_MAX_CASCADES = 8,
MAX_VOXEL_GI_INSTANCESS = 8,
MAX_LIGHTMAPS = 8,
@@ -222,11 +231,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
- uint32_t directional_penumbra_shadow_samples;
- uint32_t directional_soft_shadow_samples;
- uint32_t penumbra_shadow_samples;
- uint32_t soft_shadow_samples;
-
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -573,6 +577,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RenderList render_list[RENDER_LIST_MAX];
+ virtual void _update_shader_quality_settings() override;
+
protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 706a75e641..5113a3d5db 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -324,7 +324,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
}
@@ -408,7 +408,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_s
return shader_singleton->shader.version_get_native_source_code(version);
}
-SceneShaderForwardClustered::ShaderData::ShaderData() {
+SceneShaderForwardClustered::ShaderData::ShaderData() :
+ shader_list_element(this) {
valid = false;
uses_screen_texture = false;
}
@@ -424,6 +425,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() {
RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
+ singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
}
@@ -728,3 +730,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
}
+
+void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 8dfd18cca5..8d75f30a20 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -160,10 +160,13 @@ public:
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SelfList<ShaderData> shader_list_element;
ShaderData();
virtual ~ShaderData();
};
+ SelfList<ShaderData>::List shader_list;
+
RendererStorageRD::ShaderData *_create_shader_func();
static RendererStorageRD::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
@@ -209,10 +212,12 @@ public:
RID overdraw_material_uniform_set;
ShaderData *overdraw_material_shader_ptr = nullptr;
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 4985fd1687..438bbff53c 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -899,13 +899,67 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
@@ -913,35 +967,35 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -949,7 +1003,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -957,7 +1011,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -966,7 +1020,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 12;
+ u.binding = 14;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -1203,11 +1257,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
- scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
- scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
- scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
- scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
-
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
@@ -2237,6 +2286,48 @@ uint32_t RenderForwardMobile::get_max_elements() const {
RenderForwardMobile *RenderForwardMobile::singleton = nullptr;
+void RenderForwardMobile::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_FILTER;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
@@ -2272,6 +2363,8 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
// !BAS! maybe we need a mobile version of this setting?
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+
+ _update_shader_quality_settings();
}
RenderForwardMobile::~RenderForwardMobile() {
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 5d28cdb5d3..973925d562 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -65,6 +65,15 @@ protected:
};
enum {
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
+ SPEC_CONSTANT_DECAL_FILTER = 10,
+ SPEC_CONSTANT_PROJECTOR_FILTER = 11,
+ };
+
+ enum {
MAX_LIGHTMAPS = 8,
MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
@@ -228,11 +237,6 @@ protected:
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
- uint32_t directional_penumbra_shadow_samples;
- uint32_t directional_soft_shadow_samples;
- uint32_t penumbra_shadow_samples;
- uint32_t soft_shadow_samples;
-
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -569,6 +573,8 @@ protected:
_FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, const GeometryInstanceForwardMobile *p_instance);
+ void _update_shader_quality_settings() override;
+
public:
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 7709c8aadc..3f4c69270f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -318,7 +318,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
}
@@ -402,7 +402,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_sour
return shader_singleton->shader.version_get_native_source_code(version);
}
-SceneShaderForwardMobile::ShaderData::ShaderData() {
+SceneShaderForwardMobile::ShaderData::ShaderData() :
+ shader_list_element(this) {
valid = false;
uses_screen_texture = false;
}
@@ -418,6 +419,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() {
RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
+ singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
}
@@ -718,6 +720,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
}
}
+void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
+
SceneShaderForwardMobile::~SceneShaderForwardMobile() {
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index 5c9e35fd0d..e1c10f0206 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -151,6 +151,8 @@ public:
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SelfList<ShaderData> shader_list_element;
+
ShaderData();
virtual ~ShaderData();
};
@@ -174,6 +176,8 @@ public:
virtual ~MaterialData();
};
+ SelfList<ShaderData>::List shader_list;
+
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
@@ -202,7 +206,10 @@ public:
SceneShaderForwardMobile();
~SceneShaderForwardMobile();
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
+
void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
};
} // namespace RendererSceneRenderImplementation
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index 2bdd523920..aefe926cb0 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -68,6 +68,9 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
}
void PipelineCacheRD::_clear() {
+#ifndef _MSC_VER
+#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion
+#endif
if (versions) {
for (uint32_t i = 0; i < version_count; i++) {
//shader may be gone, so this may not be valid
@@ -94,6 +97,10 @@ void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const
dynamic_state_flags = p_dynamic_state_flags;
base_specialization_constants = p_base_specialization_constants;
}
+void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
+ base_specialization_constants = p_base_specialization_constants;
+ _clear();
+}
void PipelineCacheRD::update_shader(RID p_shader) {
ERR_FAIL_COND(p_shader.is_null());
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index 71e26283e1..e52f47fa47 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -66,6 +66,7 @@ class PipelineCacheRD {
public:
void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
+ void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
void update_shader(RID p_shader);
_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 7b5f448c18..4870f5f397 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2259,6 +2259,8 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
}
+
+ _update_shader_quality_settings();
}
void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
@@ -2299,6 +2301,23 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
}
+
+ _update_shader_quality_settings();
+}
+
+void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
+ if (decals_filter == p_filter) {
+ return;
+ }
+ decals_filter = p_filter;
+ _update_shader_quality_settings();
+}
+void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
+ if (light_projectors_filter == p_filter) {
+ return;
+ }
+ light_projectors_filter = p_filter;
+ _update_shader_quality_settings();
}
int RendererSceneRenderRD::get_roughness_layers() const {
@@ -4287,6 +4306,9 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
+ decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
+ light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
+
cull_argument.set_page_pool(&cull_argument_pool);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index cd2056d390..5e0281002d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -165,6 +165,8 @@ protected:
virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
virtual bool _uses_forward_ids() const { return false; }
+ virtual void _update_shader_quality_settings() {}
+
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
static RendererSceneRenderRD *singleton;
@@ -305,6 +307,8 @@ private:
int directional_soft_shadow_samples = 0;
int penumbra_shadow_samples = 0;
int soft_shadow_samples = 0;
+ RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
+ RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
/* DIRECTIONAL SHADOW */
@@ -1197,6 +1201,10 @@ public:
virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
+
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
_FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
@@ -1212,6 +1220,9 @@ public:
_FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
_FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+ _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
+ _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
+
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 763c3895a9..ef1c9bacfb 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -356,13 +356,24 @@ void main() {
#VERSION_DEFINES
-/* Specialization Constants */
+/* Specialization Constants (Toggles) */
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
@@ -796,25 +807,35 @@ void main() {
continue; //out of decal
}
- //we need ddx/ddy for mipmaps, so simulate them
- vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
- vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
-
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
if (decals.data[decal_index].normal_fade > 0.0) {
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
}
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
//has albedo
- vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
decal_albedo *= decals.data[decal_index].modulate;
decal_albedo.a *= fade;
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
- vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ vec3 decal_normal;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
+ }
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
//convert to view space, use xzy because y is up
@@ -824,7 +845,12 @@ void main() {
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
- vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ vec3 decal_orm;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
+ }
ao = mix(ao, decal_orm.r, decal_albedo.a);
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
@@ -833,7 +859,11 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
- emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
}
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 6599a42bab..3a05275652 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -52,6 +52,10 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+
+layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
+
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
@@ -67,22 +71,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -94,7 +98,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -103,20 +107,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -128,7 +132,7 @@ struct SDFVoxelGICascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 13, std140) uniform SDFGI {
+layout(set = 0, binding = 15, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -179,11 +183,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 79790b1bfe..7039ea2942 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -315,11 +315,11 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float avg = 0.0;
- for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+ return avg * (1.0 / float(sc_directional_soft_shadow_samples));
}
float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -341,11 +341,11 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float avg = 0.0;
- for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.soft_shadow_samples));
+ return avg * (1.0 / float(sc_soft_shadow_samples));
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
@@ -361,7 +361,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
@@ -377,12 +377,12 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
tex_scale *= penumbra;
float s = 0.0;
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
}
- return s / float(scene_data.directional_penumbra_shadow_samples);
+ return s / float(sc_directional_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -448,7 +448,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -485,7 +485,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -506,7 +506,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -626,40 +626,45 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
+ if (sc_projector_use_mipmaps) {
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
- vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
+ }
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
- }
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ }
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- color *= proj.rgb * proj.a;
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
}
light_attenuation *= shadow;
@@ -736,7 +741,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
@@ -753,13 +758,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
uv_size *= penumbra;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -861,17 +866,22 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
- //ensure we have proper mipmaps
- vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
- splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ if (sc_projector_use_mipmaps) {
+ //ensure we have proper mipmaps
+ vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
+ splane_ddx /= splane_ddx.w;
+ vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
- vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
- splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
+ splane_ddy /= splane_ddy.w;
+ vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
- color *= proj.rgb * proj.a;
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
}
light_attenuation *= shadow;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index c28493d9e3..7e72ece5dc 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -372,10 +372,23 @@ void main() {
/* Specialization Constants */
-//unused but there for compatibility
+/* Specialization Constants (Toggles) */
+
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index d4ebcbeec4..1b8e21551c 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -51,6 +51,9 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
+
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
@@ -66,22 +69,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -93,7 +96,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -102,20 +105,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -141,11 +144,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 8273e53d46..972637d183 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -212,6 +212,9 @@ public:
virtual void render_probes() = 0;
virtual void update_visibility_notifiers() = 0;
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
virtual bool free(RID p_rid) = 0;
RendererScene();
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index b9009c9f59..96fe6ce25c 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -1143,6 +1143,9 @@ public:
PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+ PASS1(decals_set_filter, RS::DecalFilter)
+ PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
+
virtual void update();
bool free(RID p_rid);
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 0cf34773ef..2000afa0d3 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -262,6 +262,9 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
virtual void update() = 0;
virtual ~RendererSceneRender() {}
};
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 79665dcdd2..282b0564da 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -656,6 +656,8 @@ public:
FUNC1(shadows_quality_set, ShadowQuality);
FUNC1(directional_shadow_quality_set, ShadowQuality);
+ FUNC1(decals_set_filter, RS::DecalFilter);
+ FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
/* SCENARIO API */
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 748b372c62..41aa09e2b8 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1854,6 +1854,14 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
+ ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
+
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
+
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
BIND_ENUM_CONSTANT(LIGHT_OMNI);
BIND_ENUM_CONSTANT(LIGHT_SPOT);
@@ -1939,12 +1947,20 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("decal_set_fade", "decal", "above", "below"), &RenderingServer::decal_set_fade);
ClassDB::bind_method(D_METHOD("decal_set_normal_fade", "decal", "fade"), &RenderingServer::decal_set_normal_fade);
+ ClassDB::bind_method(D_METHOD("decals_set_filter", "filter"), &RenderingServer::decals_set_filter);
+
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST_MIPMAPS);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
+
/* VOXEL GI API */
ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create);
@@ -2814,6 +2830,11 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"));
+ GLOBAL_DEF("rendering/textures/decals/filter", DECAL_FILTER_LINEAR_MIPMAPS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/decals/filter", PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)"));
+ GLOBAL_DEF("rendering/textures/light_projectors/filter", LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/light_projectors/filter", PropertyInfo(Variant::INT, "rendering/textures/light_projectors/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)"));
+
GLOBAL_DEF_RST("rendering/occlusion_culling/occlusion_rays_per_thread", 512);
GLOBAL_DEF_RST("rendering/occlusion_culling/bvh_build_quality", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/occlusion_culling/bvh_build_quality", PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index e13b81f698..28aee1b575 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -483,6 +483,17 @@ public:
virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
+
+ enum LightProjectorFilter {
+ LIGHT_PROJECTOR_FILTER_NEAREST,
+ LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS,
+ LIGHT_PROJECTOR_FILTER_LINEAR,
+ LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS,
+ LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
+ };
+
+ virtual void light_projectors_set_filter(LightProjectorFilter p_filter) = 0;
+
/* PROBE API */
virtual RID reflection_probe_create() = 0;
@@ -535,6 +546,16 @@ public:
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
+ enum DecalFilter {
+ DECAL_FILTER_NEAREST,
+ DECAL_FILTER_NEAREST_MIPMAPS,
+ DECAL_FILTER_LINEAR,
+ DECAL_FILTER_LINEAR_MIPMAPS,
+ DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
+ };
+
+ virtual void decals_set_filter(DecalFilter p_quality) = 0;
+
/* VOXEL GI API */
virtual RID voxel_gi_create() = 0;
@@ -1499,10 +1520,12 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
+VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);
VARIANT_ENUM_CAST(RenderingServer::DecalTexture);
+VARIANT_ENUM_CAST(RenderingServer::DecalFilter);
VARIANT_ENUM_CAST(RenderingServer::ParticlesMode);
VARIANT_ENUM_CAST(RenderingServer::ParticlesTransformAlign);
VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);