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-rw-r--r--servers/display_server.cpp49
-rw-r--r--servers/display_server.h31
-rw-r--r--servers/display_server_headless.h2
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp40
-rw-r--r--servers/physics_server_2d.cpp31
-rw-r--r--servers/physics_server_2d.h22
-rw-r--r--servers/physics_server_3d.cpp31
-rw-r--r--servers/physics_server_3d.h22
-rw-r--r--servers/register_server_types.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp22
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp10
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp92
-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.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp90
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h5
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp86
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h5
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp81
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp9
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp86
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h5
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp237
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h44
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl479
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl15
-rw-r--r--servers/rendering/renderer_scene_cull.cpp2
-rw-r--r--servers/rendering/renderer_viewport.cpp6
-rw-r--r--servers/rendering/renderer_viewport.h4
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/rendering/rendering_server_default.h2
-rw-r--r--servers/rendering/shader_types.cpp1
-rw-r--r--servers/rendering_server.cpp1
-rw-r--r--servers/rendering_server.h2
42 files changed, 607 insertions, 991 deletions
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index d746117884..be2a813fd1 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -35,7 +35,6 @@
#include "servers/display_server_headless.h"
DisplayServer *DisplayServer::singleton = nullptr;
-DisplayServer::SwitchVSyncCallbackInThread DisplayServer::switch_vsync_function = nullptr;
bool DisplayServer::hidpi_allowed = false;
@@ -185,7 +184,7 @@ bool DisplayServer::screen_is_kept_on() const {
return false;
}
-DisplayServer::WindowID DisplayServer::create_sub_window(WindowMode p_mode, uint32_t p_flags, const Rect2i &p_rect) {
+DisplayServer::WindowID DisplayServer::create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect) {
ERR_FAIL_V_MSG(INVALID_WINDOW_ID, "Sub-windows not supported by this display server.");
}
@@ -309,29 +308,13 @@ void DisplayServer::set_icon(const Ref<Image> &p_icon) {
WARN_PRINT("Icon not supported by this display server.");
}
-void DisplayServer::_set_use_vsync(bool p_enable) {
- WARN_PRINT("VSync not supported by this display server.");
+void DisplayServer::window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, WindowID p_window) {
+ WARN_PRINT("Changing the VSync mode is not supported by this display server.");
}
-void DisplayServer::vsync_set_enabled(bool p_enable) {
- vsync_enabled = p_enable;
- if (switch_vsync_function) { //if a function was set, use function
- switch_vsync_function(p_enable);
- } else { //otherwise just call here
- _set_use_vsync(p_enable);
- }
-}
-
-bool DisplayServer::vsync_is_enabled() const {
- return vsync_enabled;
-}
-
-void DisplayServer::vsync_set_use_via_compositor(bool p_enable) {
- WARN_PRINT("VSync via compositor not supported by this display server.");
-}
-
-bool DisplayServer::vsync_is_using_via_compositor() const {
- return false;
+DisplayServer::VSyncMode DisplayServer::window_get_vsync_mode(WindowID p_window) const {
+ WARN_PRINT("Changing the VSync mode is not supported by this display server.");
+ return VSyncMode::VSYNC_ENABLED;
}
void DisplayServer::set_context(Context p_context) {
@@ -394,7 +377,7 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_window_list"), &DisplayServer::get_window_list);
ClassDB::bind_method(D_METHOD("get_window_at_screen_position", "position"), &DisplayServer::get_window_at_screen_position);
- ClassDB::bind_method(D_METHOD("create_sub_window", "mode", "flags", "rect"), &DisplayServer::create_sub_window, DEFVAL(Rect2i()));
+ ClassDB::bind_method(D_METHOD("create_sub_window", "mode", "vsync_mode", "flags", "rect"), &DisplayServer::create_sub_window, DEFVAL(Rect2i()));
ClassDB::bind_method(D_METHOD("delete_sub_window", "window_id"), &DisplayServer::delete_sub_window);
ClassDB::bind_method(D_METHOD("window_set_title", "title", "window_id"), &DisplayServer::window_set_title, DEFVAL(MAIN_WINDOW_ID));
@@ -441,6 +424,9 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("window_set_ime_active", "active", "window_id"), &DisplayServer::window_set_ime_active, DEFVAL(MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("window_set_ime_position", "position", "window_id"), &DisplayServer::window_set_ime_position, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_set_vsync_mode", "vsync_mode", "window_id"), &DisplayServer::window_set_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_get_vsync_mode", "window_id"), &DisplayServer::window_get_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
+
ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection);
ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text);
@@ -472,12 +458,6 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("process_events"), &DisplayServer::process_events);
ClassDB::bind_method(D_METHOD("force_process_and_drop_events"), &DisplayServer::force_process_and_drop_events);
- ClassDB::bind_method(D_METHOD("vsync_set_enabled", "enabled"), &DisplayServer::vsync_set_enabled);
- ClassDB::bind_method(D_METHOD("vsync_is_enabled"), &DisplayServer::vsync_is_enabled);
-
- ClassDB::bind_method(D_METHOD("vsync_set_use_via_compositor", "enabled"), &DisplayServer::vsync_set_use_via_compositor);
- ClassDB::bind_method(D_METHOD("vsync_is_using_via_compositor"), &DisplayServer::vsync_is_using_via_compositor);
-
ClassDB::bind_method(D_METHOD("set_native_icon", "filename"), &DisplayServer::set_native_icon);
ClassDB::bind_method(D_METHOD("set_icon", "image"), &DisplayServer::set_icon);
@@ -561,6 +541,11 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(WINDOW_EVENT_CLOSE_REQUEST);
BIND_ENUM_CONSTANT(WINDOW_EVENT_GO_BACK_REQUEST);
BIND_ENUM_CONSTANT(WINDOW_EVENT_DPI_CHANGE);
+
+ BIND_ENUM_CONSTANT(VSYNC_DISABLED);
+ BIND_ENUM_CONSTANT(VSYNC_ENABLED);
+ BIND_ENUM_CONSTANT(VSYNC_ADAPTIVE);
+ BIND_ENUM_CONSTANT(VSYNC_MAILBOX);
}
void DisplayServer::register_create_function(const char *p_name, CreateFunction p_function, GetRenderingDriversFunction p_get_drivers) {
@@ -587,9 +572,9 @@ Vector<String> DisplayServer::get_create_function_rendering_drivers(int p_index)
return server_create_functions[p_index].get_rendering_drivers_function();
}
-DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
+DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
ERR_FAIL_INDEX_V(p_index, server_create_count, nullptr);
- return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_flags, p_resolution, r_error);
+ return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_vsync_mode, p_flags, p_resolution, r_error);
}
void DisplayServer::_input_set_mouse_mode(Input::MouseMode p_mode) {
diff --git a/servers/display_server.h b/servers/display_server.h
index 7dab7b7481..caffdc941d 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -42,7 +42,6 @@ class DisplayServer : public Object {
GDCLASS(DisplayServer, Object)
static DisplayServer *singleton;
- bool vsync_enabled = true;
static bool hidpi_allowed;
public:
@@ -57,7 +56,14 @@ public:
WINDOW_MODE_FULLSCREEN
};
- typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, uint32_t, const Size2i &, Error &r_error);
+ enum VSyncMode {
+ VSYNC_DISABLED,
+ VSYNC_ENABLED,
+ VSYNC_ADAPTIVE,
+ VSYNC_MAILBOX
+ };
+
+ typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, VSyncMode, uint32_t, const Size2i &, Error &r_error);
typedef Vector<String> (*GetRenderingDriversFunction)();
private:
@@ -84,7 +90,6 @@ protected:
static int server_create_count;
friend class RendererViewport;
- virtual void _set_use_vsync(bool p_enable);
public:
enum Feature {
@@ -221,7 +226,7 @@ public:
WINDOW_FLAG_NO_FOCUS_BIT = (1 << WINDOW_FLAG_NO_FOCUS)
};
- virtual WindowID create_sub_window(WindowMode p_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i());
+ virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i());
virtual void show_window(WindowID p_id);
virtual void delete_sub_window(WindowID p_id);
@@ -272,6 +277,9 @@ public:
virtual void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) = 0;
virtual WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const = 0;
+ virtual void window_set_vsync_mode(VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID);
+ virtual VSyncMode window_get_vsync_mode(WindowID p_window) const;
+
virtual bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const = 0;
virtual void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) = 0;
@@ -352,18 +360,6 @@ public:
virtual void set_native_icon(const String &p_filename);
virtual void set_icon(const Ref<Image> &p_icon);
- typedef void (*SwitchVSyncCallbackInThread)(bool);
-
- static SwitchVSyncCallbackInThread switch_vsync_function;
-
- void vsync_set_enabled(bool p_enable);
- bool vsync_is_enabled() const;
-
- virtual void vsync_set_use_via_compositor(bool p_enable);
- virtual bool vsync_is_using_via_compositor() const;
-
- //real, actual overridable function to switch vsync, which needs to be called from graphics thread if needed
-
enum Context {
CONTEXT_EDITOR,
CONTEXT_PROJECTMAN,
@@ -376,7 +372,7 @@ public:
static int get_create_function_count();
static const char *get_create_function_name(int p_index);
static Vector<String> get_create_function_rendering_drivers(int p_index);
- static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error);
+ static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error);
DisplayServer();
~DisplayServer();
@@ -389,5 +385,6 @@ VARIANT_ENUM_CAST(DisplayServer::ScreenOrientation)
VARIANT_ENUM_CAST(DisplayServer::WindowMode)
VARIANT_ENUM_CAST(DisplayServer::WindowFlags)
VARIANT_ENUM_CAST(DisplayServer::CursorShape)
+VARIANT_ENUM_CAST(DisplayServer::VSyncMode)
#endif // DISPLAY_SERVER_H
diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h
index 8b386c8d9c..870401b180 100644
--- a/servers/display_server_headless.h
+++ b/servers/display_server_headless.h
@@ -45,7 +45,7 @@ private:
return drivers;
}
- static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
+ static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
r_error = OK;
RasterizerDummy::make_current();
return memnew(DisplayServerHeadless());
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index b362f1ff17..1cfb9ba3ad 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -1024,7 +1024,7 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_tr
n1 *= -1.0;
}
- if (!separator.test_axis(n1.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(n1.normalized())) {
return;
}
@@ -1035,7 +1035,7 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_tr
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1493,7 +1493,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1509,7 +1509,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1533,7 +1533,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
axis_ab *= -1.0;
}
- if (!separator.test_axis(axis_ab.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(axis_ab.normalized())) {
return;
}
@@ -1548,7 +1548,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1578,7 +1578,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1812,7 +1812,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
@@ -1821,7 +1821,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
dir_axis *= -1.0;
}
- if (!separator.test_axis(dir_axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(dir_axis)) {
return;
}
@@ -1834,7 +1834,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
n1 *= -1.0;
}
- if (!separator.test_axis(n1.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(n1.normalized())) {
return;
}
@@ -1845,7 +1845,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
axis *= -1.0;
}
- if (!separator.test_axis(axis.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(axis.normalized())) {
return;
}
}
@@ -1955,7 +1955,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
}
// Cylinder end caps.
- if (!separator.test_axis(cyl_axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(cyl_axis)) {
return;
}
@@ -1971,7 +1971,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
axis *= -1.0;
}
- if (!separator.test_axis(axis.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(axis.normalized())) {
return;
}
}
@@ -1984,7 +1984,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -2021,7 +2021,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
axis *= -1.0;
}
- if (!separator.test_axis(axis.normalized(), !face_B->backface_collision)) {
+ if (!separator.test_axis(axis.normalized())) {
return;
}
}
@@ -2175,7 +2175,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -2192,7 +2192,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -2209,7 +2209,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -2229,7 +2229,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -2248,7 +2248,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
axis *= -1.0;
}
- if (!separator.test_axis(axis, !face_B->backface_collision)) {
+ if (!separator.test_axis(axis)) {
return;
}
}
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 12200989fd..ec0ff57a5e 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -418,37 +418,6 @@ void PhysicsDirectSpaceState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info);
}
-int PhysicsShapeQueryResult2D::get_result_count() const {
- return result.size();
-}
-
-RID PhysicsShapeQueryResult2D::get_result_rid(int p_idx) const {
- return result[p_idx].rid;
-}
-
-ObjectID PhysicsShapeQueryResult2D::get_result_object_id(int p_idx) const {
- return result[p_idx].collider_id;
-}
-
-Object *PhysicsShapeQueryResult2D::get_result_object(int p_idx) const {
- return result[p_idx].collider;
-}
-
-int PhysicsShapeQueryResult2D::get_result_object_shape(int p_idx) const {
- return result[p_idx].shape;
-}
-
-PhysicsShapeQueryResult2D::PhysicsShapeQueryResult2D() {
-}
-
-void PhysicsShapeQueryResult2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_result_count"), &PhysicsShapeQueryResult2D::get_result_count);
- ClassDB::bind_method(D_METHOD("get_result_rid", "idx"), &PhysicsShapeQueryResult2D::get_result_rid);
- ClassDB::bind_method(D_METHOD("get_result_object_id", "idx"), &PhysicsShapeQueryResult2D::get_result_object_id);
- ClassDB::bind_method(D_METHOD("get_result_object", "idx"), &PhysicsShapeQueryResult2D::get_result_object);
- ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult2D::get_result_object_shape);
-}
-
///////////////////////////////
Vector2 PhysicsTestMotionResult2D::get_motion() const {
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 1059c197cc..6737aacaf0 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -92,8 +92,6 @@ public:
PhysicsDirectBodyState2D();
};
-class PhysicsShapeQueryResult2D;
-
//used for script
class PhysicsShapeQueryParameters2D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
@@ -203,26 +201,6 @@ public:
PhysicsDirectSpaceState2D();
};
-class PhysicsShapeQueryResult2D : public RefCounted {
- GDCLASS(PhysicsShapeQueryResult2D, RefCounted);
-
- Vector<PhysicsDirectSpaceState2D::ShapeResult> result;
-
- friend class PhysicsDirectSpaceState2D;
-
-protected:
- static void _bind_methods();
-
-public:
- int get_result_count() const;
- RID get_result_rid(int p_idx) const;
- ObjectID get_result_object_id(int p_idx) const;
- Object *get_result_object(int p_idx) const;
- int get_result_object_shape(int p_idx) const;
-
- PhysicsShapeQueryResult2D();
-};
-
class PhysicsTestMotionResult2D;
class PhysicsServer2D : public Object {
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 144b2e18cd..7a0253506c 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -365,37 +365,6 @@ void PhysicsDirectSpaceState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info);
}
-int PhysicsShapeQueryResult3D::get_result_count() const {
- return result.size();
-}
-
-RID PhysicsShapeQueryResult3D::get_result_rid(int p_idx) const {
- return result[p_idx].rid;
-}
-
-ObjectID PhysicsShapeQueryResult3D::get_result_object_id(int p_idx) const {
- return result[p_idx].collider_id;
-}
-
-Object *PhysicsShapeQueryResult3D::get_result_object(int p_idx) const {
- return result[p_idx].collider;
-}
-
-int PhysicsShapeQueryResult3D::get_result_object_shape(int p_idx) const {
- return result[p_idx].shape;
-}
-
-PhysicsShapeQueryResult3D::PhysicsShapeQueryResult3D() {
-}
-
-void PhysicsShapeQueryResult3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_result_count"), &PhysicsShapeQueryResult3D::get_result_count);
- ClassDB::bind_method(D_METHOD("get_result_rid", "idx"), &PhysicsShapeQueryResult3D::get_result_rid);
- ClassDB::bind_method(D_METHOD("get_result_object_id", "idx"), &PhysicsShapeQueryResult3D::get_result_object_id);
- ClassDB::bind_method(D_METHOD("get_result_object", "idx"), &PhysicsShapeQueryResult3D::get_result_object);
- ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape);
-}
-
///////////////////////////////
Vector3 PhysicsTestMotionResult3D::get_motion() const {
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 1fabedc6ad..78fc026747 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -94,8 +94,6 @@ public:
PhysicsDirectBodyState3D();
};
-class PhysicsShapeQueryResult3D;
-
class PhysicsShapeQueryParameters3D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
friend class PhysicsDirectSpaceState3D;
@@ -196,26 +194,6 @@ public:
PhysicsDirectSpaceState3D();
};
-class PhysicsShapeQueryResult3D : public RefCounted {
- GDCLASS(PhysicsShapeQueryResult3D, RefCounted);
-
- Vector<PhysicsDirectSpaceState3D::ShapeResult> result;
-
- friend class PhysicsDirectSpaceState3D;
-
-protected:
- static void _bind_methods();
-
-public:
- int get_result_count() const;
- RID get_result_rid(int p_idx) const;
- ObjectID get_result_object_id(int p_idx) const;
- Object *get_result_object(int p_idx) const;
- int get_result_object_shape(int p_idx) const;
-
- PhysicsShapeQueryResult3D();
-};
-
class RenderingServerHandler {
public:
virtual void set_vertex(int p_vertex_id, const void *p_vector3) = 0;
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 4e309927bb..2118dca015 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -212,14 +212,12 @@ void register_server_types() {
ClassDB::register_virtual_class<PhysicsDirectBodyState2D>();
ClassDB::register_virtual_class<PhysicsDirectSpaceState2D>();
- ClassDB::register_virtual_class<PhysicsShapeQueryResult2D>();
ClassDB::register_class<PhysicsTestMotionResult2D>();
ClassDB::register_class<PhysicsShapeQueryParameters2D>();
ClassDB::register_class<PhysicsShapeQueryParameters3D>();
ClassDB::register_virtual_class<PhysicsDirectBodyState3D>();
ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>();
- ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>();
ClassDB::register_class<PhysicsTestMotionResult3D>();
// Physics 2D
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 4290e0d574..5cf8895c8e 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -503,11 +503,10 @@ void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, R
if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_metallic, p_normal_roughness), 3);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
}
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
@@ -1378,6 +1377,24 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
RD::get_singleton()->compute_list_end(p_barrier);
}
+void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
+
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
@@ -1880,6 +1897,7 @@ EffectsRD::EffectsRD() {
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
resolve.shader.initialize(resolve_modes);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index b4ddd400a8..33d32f0c57 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -581,6 +581,7 @@ class EffectsRD {
enum ResolveMode {
RESOLVE_MODE_GI,
RESOLVE_MODE_GI_VOXEL_GI,
+ RESOLVE_MODE_DEPTH,
RESOLVE_MODE_MAX
};
@@ -746,6 +747,7 @@ public:
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void sort_buffer(RID p_uniform_set, int p_size);
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 3ab2f0eed2..22bfd03115 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1150,6 +1150,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
}
RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
+ static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
//first of all, make a new render pass
//fill up ubo
@@ -1259,7 +1260,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
- render_list[RENDER_LIST_ALPHA].sort_by_depth();
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
_fill_instance_data(RENDER_LIST_OPAQUE, p_render_data->render_info ? p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE] : (int *)nullptr);
_fill_instance_data(RENDER_LIST_ALPHA);
@@ -1390,10 +1391,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (needs_pre_resolve) {
RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
}
- static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
- storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
+ storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
} else if (finish_depth) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
RD::get_singleton()->draw_command_end_label();
}
@@ -1497,7 +1497,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
if (using_separate_specular) {
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 6cb9fea91a..750c0167e7 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -551,7 +551,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
}
};
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+ void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
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 3270e30ded..d39823a1a3 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
@@ -320,8 +320,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
} else {
//specular write
blend_state = blend_state_opaque_specular;
- depth_stencil.enable_depth_test = false;
- depth_stencil.enable_depth_write = false;
}
}
@@ -437,94 +435,14 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
@@ -631,7 +549,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["SSS_STRENGTH"] = "sss_strength";
actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
- actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
@@ -781,7 +698,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
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 6d7cef68c6..810b1f3876 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
@@ -166,17 +166,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
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 e7521e6bef..7fbd6e23b0 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -374,7 +374,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
- render_list[RENDER_LIST_ALPHA].sort_by_depth();
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
// we no longer use this...
_fill_instance_data(RENDER_LIST_OPAQUE);
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 d5c0cca6c7..f40f713c03 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -356,7 +356,7 @@ protected:
}
};
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+ void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
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 187bdf14e3..7709c8aadc 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
@@ -429,94 +429,14 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
-void SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardMobile::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
@@ -621,7 +541,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["SSS_STRENGTH"] = "sss_strength";
actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
- actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
@@ -767,7 +686,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
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 476bb57bc5..5c9e35fd0d 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
@@ -163,17 +163,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 026969c09f..1e3dbe69a3 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2201,94 +2201,14 @@ RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
return shader_data;
}
-void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
- }
-
- if (shader_data->ubo_size == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RendererCanvasRenderRD::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 1bc3769450..7c4f62832c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -201,14 +201,11 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index f9ac7c8fa3..a8f086b0f9 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -60,8 +60,7 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
- BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
- BLIT_MODE_NORMAL;
+ BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
@@ -111,13 +110,14 @@ void RendererCompositorRD::initialize() {
blit_modes.push_back("\n");
blit_modes.push_back("\n#define USE_LAYER\n");
blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
+ blit_modes.push_back("\n");
blit.shader.initialize(blit_modes);
blit.shader_version = blit.shader.version_create();
for (int i = 0; i < BLIT_MODE_MAX; i++) {
- blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
+ blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
}
//create index array for copy shader
@@ -153,6 +153,81 @@ void RendererCompositorRD::finalize() {
RD::get_singleton()->free(blit.sampler);
}
+void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
+ RD::get_singleton()->prepare_screen_for_drawing();
+
+ RID texture = storage->texture_allocate();
+ storage->texture_2d_initialize(texture, p_image);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+
+ RID uset;
+ {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(blit.sampler);
+ u.ids.push_back(rd_texture);
+ uniforms.push_back(u);
+ uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
+ }
+
+ Size2 window_size = DisplayServer::get_singleton()->window_get_size();
+ print_line("window size: " + window_size);
+
+ Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
+ Rect2 screenrect;
+ if (p_scale) {
+ if (window_size.width > window_size.height) {
+ //scale horizontally
+ screenrect.size.y = window_size.height;
+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
+
+ } else {
+ //scale vertically
+ screenrect.size.x = window_size.width;
+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
+ }
+ } else {
+ screenrect = imgrect;
+ screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor();
+ }
+
+ screenrect.position /= window_size;
+ screenrect.size /= window_size;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
+
+ blit.push_constant.rect[0] = screenrect.position.x;
+ blit.push_constant.rect[1] = screenrect.position.y;
+ blit.push_constant.rect[2] = screenrect.size.width;
+ blit.push_constant.rect[3] = screenrect.size.height;
+ blit.push_constant.layer = 0;
+ blit.push_constant.eye_center[0] = 0;
+ blit.push_constant.eye_center[1] = 0;
+ blit.push_constant.k1 = 0;
+ blit.push_constant.k2 = 0;
+ blit.push_constant.upscale = 1.0;
+ blit.push_constant.aspect_ratio = 1.0;
+
+ print_line("rect: " + screenrect);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ RD::get_singleton()->draw_list_end();
+
+ RD::get_singleton()->swap_buffers();
+
+ RD::get_singleton()->free(texture);
+}
+
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 7a78322051..15b3b77ed9 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -50,6 +50,7 @@ protected:
BLIT_MODE_NORMAL,
BLIT_MODE_USE_LAYER,
BLIT_MODE_LENS,
+ BLIT_MODE_NORMAL_ALPHA,
BLIT_MODE_MAX
};
@@ -88,7 +89,7 @@ public:
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }
- void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}
+ void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
void initialize();
void begin_frame(double frame_step);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 9228e06d7e..98d08f68e8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -3029,8 +3029,6 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers);
- RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
-
VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
bool voxel_gi_instances_changed = false;
@@ -3110,10 +3108,12 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
if (p_voxel_gi_instances.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
+
RD::get_singleton()->buffer_update(voxel_gi_buffer, 0, sizeof(VoxelGIData) * MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()), voxel_gi_data, RD::BARRIER_MASK_COMPUTE);
- }
- RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
+ }
}
void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
@@ -3346,6 +3346,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
} else {
mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
}
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 44ca17e273..46057bddab 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3759,9 +3759,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
rb->sdfgi->update_light();
}
- if (p_voxel_gi_instances.size()) {
- gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
- }
+ gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 956609b77e..e701219617 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -230,96 +230,16 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
-void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
uniform_set_updated = true;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
////////////////////////////////////////////////////////////////////////////////
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 1292622fca..4f852e55a7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -224,15 +224,12 @@ public:
struct SkyMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
SkyShaderData *shader_data;
- RID uniform_buffer;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 942684fc3a..6738f499bd 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -1526,27 +1526,18 @@ RID RendererStorageRD::material_allocate() {
return material_owner.allocate_rid();
}
void RendererStorageRD::material_initialize(RID p_rid) {
- Material material;
- material.data = nullptr;
- material.shader = nullptr;
- material.shader_type = SHADER_TYPE_MAX;
- material.update_next = nullptr;
- material.update_requested = false;
- material.uniform_dirty = false;
- material.texture_dirty = false;
- material.priority = 0;
- material.self = p_rid;
- material_owner.initialize_rid(p_rid, material);
+ material_owner.initialize_rid(p_rid);
+ Material *material = material_owner.getornull(p_rid);
+ material->self = p_rid;
}
void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
- if (material->update_requested) {
+ if (material->update_element.in_list()) {
return;
}
- material->update_next = material_update_list;
- material_update_list = material;
- material->update_requested = true;
+ material_update_list.add(&material->update_element);
+
material->uniform_dirty = material->uniform_dirty || p_uniform;
material->texture_dirty = material->texture_dirty || p_texture;
}
@@ -1601,6 +1592,7 @@ void RendererStorageRD::material_set_param(RID p_material, const StringName &p_p
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
material->params[p_param] = p_value;
}
@@ -2232,6 +2224,10 @@ RendererStorageRD::MaterialData::~MaterialData() {
//unregister material from those using global textures
rs->global_variables.materials_using_texture.erase(global_texture_E);
}
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
}
void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
@@ -2381,6 +2377,105 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
}
}
+void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(p_uniform_set);
+ }
+}
+
+bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
+ }
+
+ uint32_t tex_uniform_count = p_texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return false;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return false;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (p_ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
+
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, _material_uniform_set_erased, &self);
+
+ return true;
+}
+
+void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) {
+ RID rid = *(RID *)p_material;
+ Material *material = base_singleton->material_owner.getornull(rid);
+ if (material) {
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
+}
+
void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (material->shader_type != p_shader_type) {
@@ -2392,20 +2487,23 @@ void RendererStorageRD::material_force_update_textures(RID p_material, ShaderTyp
}
void RendererStorageRD::_update_queued_materials() {
- Material *material = material_update_list;
- while (material) {
- Material *next = material->update_next;
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
+ bool uniforms_changed = false;
if (material->data) {
- material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
+ uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
- material->update_requested = false;
material->texture_dirty = false;
material->uniform_dirty = false;
- material->update_next = nullptr;
- material = next;
+
+ material_update_list.remove(&material->update_element);
+
+ if (uniforms_changed) {
+ //some implementations such as 3D renderer cache the matreial uniform set, so update is required
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
}
- material_update_list = nullptr;
}
/* MESH API */
@@ -5281,94 +5379,14 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func(
return shader_data;
}
-void RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
@@ -8322,6 +8340,9 @@ void RendererStorageRD::global_variable_set_override(const StringName &p_name, c
if (!global_variables.variables.has(p_name)) {
return; //variable may not exist
}
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
GlobalVariables::Variable &gv = global_variables.variables[p_name];
gv.override = p_value;
@@ -8661,9 +8682,6 @@ bool RendererStorageRD::free(RID p_rid) {
} else if (material_owner.owns(p_rid)) {
Material *material = material_owner.getornull(p_rid);
- if (material->update_requested) {
- _update_queued_materials();
- }
material_set_shader(p_rid, RID()); //clean up shader
material->dependency.deleted_notify(p_rid);
@@ -8849,7 +8867,6 @@ RendererStorageRD::RendererStorageRD() {
memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
- material_update_list = nullptr;
{ //create default textures
RD::TextureFormat tformat;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 80dea6e5ea..1a33569c33 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -155,9 +155,13 @@ public:
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
+ //to be used internally by update_parameters, in the most common configuration of material parameters
+ bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void free_parameters_uniform_set(RID p_uniform_set);
+
private:
friend class RendererStorageRD;
RID self;
@@ -165,8 +169,14 @@ public:
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
Map<StringName, uint64_t> used_global_textures;
+
+ //internally by update_parameters_uniform_set
+ Vector<uint8_t> ubo_data;
+ RID uniform_buffer;
+ Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+ static void _material_uniform_set_erased(const RID &p_set, void *p_material);
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
@@ -373,25 +383,28 @@ private:
struct Material {
RID self;
- MaterialData *data;
- Shader *shader;
+ MaterialData *data = nullptr;
+ Shader *shader = nullptr;
//shortcut to shader data and type
- ShaderType shader_type;
+ ShaderType shader_type = SHADER_TYPE_MAX;
uint32_t shader_id = 0;
- bool update_requested;
- bool uniform_dirty;
- bool texture_dirty;
- Material *update_next;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
Map<StringName, Variant> params;
- int32_t priority;
+ int32_t priority = 0;
RID next_pass;
+ SelfList<Material> update_element;
+
Dependency dependency;
+
+ Material() :
+ update_element(this) {}
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
mutable RID_Owner<Material, true> material_owner;
- Material *material_update_list;
+ SelfList<Material>::List material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
@@ -895,17 +908,14 @@ private:
}
struct ParticlesMaterialData : public MaterialData {
- uint64_t last_frame;
- ParticlesShaderData *shader_data;
- RID uniform_buffer;
+ uint64_t last_frame = 0;
+ ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- bool uniform_set_updated;
+ bool uniform_set_updated = false;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index a4610e081c..fecf812a8c 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -6,6 +6,11 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#ifdef MODE_RESOLVE_DEPTH
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+#endif
+
#ifdef MODE_RESOLVE_GI
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
@@ -34,6 +39,17 @@ void main() {
return;
}
+#ifdef MODE_RESOLVE_DEPTH
+
+ float depth_avg = 0.0;
+ for (int i = 0; i < params.sample_count; i++) {
+ depth_avg += texelFetch(source_depth, pos, i).r;
+ }
+ depth_avg /= float(params.sample_count);
+ imageStore(dest_depth, pos, vec4(depth_avg));
+
+#endif
+
#ifdef MODE_RESOLVE_GI
float best_depth = 1e20;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 8538030263..74d5af5cb6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -547,9 +547,8 @@ void main() {
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
- vec4 transmittance_color = vec4(0.0);
+ vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
float transmittance_depth = 0.0;
- float transmittance_curve = 1.0;
float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
@@ -634,12 +633,8 @@ void main() {
}
#ifdef LIGHT_TRANSMITTANCE_USED
-#ifdef SSS_MODE_SKIN
- transmittance_color.a = sss_strength;
-#else
transmittance_color.a *= sss_strength;
#endif
-#endif
#ifndef USE_SHADOW_TO_OPACITY
@@ -1423,57 +1418,18 @@ void main() {
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else {
vec4 v = vec4(vertex, 1.0);
@@ -1481,19 +1437,6 @@ void main() {
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
-
- transmittance_z = z - shadow_z;
- }
-#endif
}
pssm_coord /= pssm_coord.w;
@@ -1562,8 +1505,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
transmittance_z = z - shadow_z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
@@ -1572,8 +1515,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
transmittance_z = z - shadow_z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
@@ -1582,8 +1525,8 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
transmittance_z = z - shadow_z;
@@ -1593,221 +1536,219 @@ void main() {
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
transmittance_z = z - shadow_z;
}
+ }
#endif
- float shadow = 1.0;
+ float shadow = 1.0;
- if (i < 4) {
- shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
- } else {
- shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
- }
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
- blur_shadow(shadow);
+ blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint, albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal, tangent, anisotropy,
#endif
#ifdef USE_SOFT_SHADOW
- directional_lights.data[i].size,
+ directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light,
- specular_light);
- }
+ diffuse_light,
+ specular_light);
}
+ }
- { //omni lights
+ { //omni lights
- uint cluster_omni_offset = cluster_offset;
+ uint cluster_omni_offset = cluster_offset;
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_omni_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
#else
uint merged_mask = mask;
#endif
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
#endif
- uint light_index = 32 * i + bit;
+ uint light_index = 32 * i + bit;
- if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
+ if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
- if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
- continue; // Statically baked light and object uses lightmap, skip
- }
+ if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
- float shadow = light_process_omni_shadow(light_index, vertex, view);
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
- shadow = blur_shadow(shadow);
+ shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- albedo,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
- }
+ diffuse_light, specular_light);
}
}
+ }
- { //spot lights
+ { //spot lights
- uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
+ uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
- cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_spot_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
#else
uint merged_mask = mask;
#endif
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
#endif
- uint light_index = 32 * i + bit;
+ uint light_index = 32 * i + bit;
- if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
+ if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
- if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
- continue; // Statically baked light and object uses lightmap, skip
- }
+ if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
- float shadow = light_process_spot_shadow(light_index, vertex, view);
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
- shadow = blur_shadow(shadow);
+ shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
- albedo,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
- }
+ diffuse_light, specular_light);
}
}
+ }
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
+ if (alpha < alpha_scissor) {
+ discard;
+ }
#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
#endif // USE_OPAQUE_PREPASS
@@ -1819,126 +1760,126 @@ void main() {
#ifdef MODE_RENDER_SDF
- {
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
-
- uint albedo16 = 0x1; //solid flag
- albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
- albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
- albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
-
- imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
-
- uint facing_bits = 0;
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
-
- float closest_dist = -1e20;
-
- for (uint i = 0; i < 6; i++) {
- float d = dot(cam_normal, aniso_dir[i]);
- if (d > closest_dist) {
- closest_dist = d;
- facing_bits = (1 << i);
- }
+ {
+ vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
}
+ }
- imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
- if (length(emission) > 0.001) {
- float lumas[6];
- vec3 light_total = vec3(0);
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
- for (int i = 0; i < 6; i++) {
- float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
- vec3 light = emission * strength;
- light_total += light;
- lumas[i] = max(light.r, max(light.g, light.b));
- }
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
- float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
- uint light_aniso = 0;
+ uint light_aniso = 0;
- for (int i = 0; i < 6; i++) {
- light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
- }
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
- //compress to RGBE9995 to save space
+ //compress to RGBE9995 to save space
- const float pow2to9 = 512.0f;
- const float B = 15.0f;
- const float N = 9.0f;
- const float LN2 = 0.6931471805599453094172321215;
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
- float cRed = clamp(light_total.r, 0.0, 65408.0);
- float cGreen = clamp(light_total.g, 0.0, 65408.0);
- float cBlue = clamp(light_total.b, 0.0, 65408.0);
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
- float cMax = max(cRed, max(cGreen, cBlue));
+ float cMax = max(cRed, max(cGreen, cBlue));
- float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
- float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
- float exps = expp + 1.0f;
+ float exps = expp + 1.0f;
- if (0.0 <= sMax && sMax < pow2to9) {
- exps = expp;
- }
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
- float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
- float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
- float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ //store as 8985 to have 2 extra neighbour bits
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
- imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
- imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
- }
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
}
+ }
#endif
#ifdef MODE_RENDER_MATERIAL
- albedo_output_buffer.rgb = albedo;
- albedo_output_buffer.a = alpha;
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
- normal_output_buffer.rgb = normal * 0.5 + 0.5;
- normal_output_buffer.a = 0.0;
- depth_output_buffer.r = -vertex.z;
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
- orm_output_buffer.r = ao;
- orm_output_buffer.g = roughness;
- orm_output_buffer.b = metallic;
- orm_output_buffer.a = sss_strength;
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
- emission_output_buffer.rgb = emission;
- emission_output_buffer.a = 0.0;
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
#endif
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
- normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_VOXEL_GI
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- uint index2 = instances.data[instance_index].gi_offset >> 16;
- voxel_gi_buffer.x = index1 & 0xFF;
- voxel_gi_buffer.y = index2 & 0xFF;
- } else {
- voxel_gi_buffer.x = 0xFF;
- voxel_gi_buffer.y = 0xFF;
- }
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
+ voxel_gi_buffer.x = index1 & 0xFF;
+ voxel_gi_buffer.y = index2 & 0xFF;
+ } else {
+ voxel_gi_buffer.x = 0xFF;
+ voxel_gi_buffer.y = 0xFF;
+ }
#endif
#endif //MODE_RENDER_NORMAL_ROUGHNESS
@@ -1996,4 +1937,4 @@ void main() {
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
- }
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 709ea45b88..b6e89acb46 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -80,7 +80,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
float transmittance_z,
#endif
@@ -189,9 +188,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#ifdef LIGHT_TRANSMITTANCE_USED
-#ifdef SSS_MODE_SKIN
-
{
+#ifdef SSS_MODE_SKIN
float scale = 8.25 / transmittance_depth;
float d = scale * abs(transmittance_z);
float dd = -d * d;
@@ -203,19 +201,15 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
- }
#else
- if (transmittance_depth > 0.0) {
- float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
-
- fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
- fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
-
- diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ diffuse_light += exp(dd) * transmittance_color.rgb * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+#endif
}
-
-#endif //SSS_MODE_SKIN
+#else
#endif //LIGHT_TRANSMITTANCE_USED
}
@@ -577,7 +571,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
@@ -617,20 +610,22 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
+ float shadow_len = length(splane.xyz);
+ splane.xyz = normalize(splane.xyz);
if (splane.z >= 0.0) {
splane.z += 1.0;
-
+ clamp_rect.y += clamp_rect.w;
} else {
splane.z = 1.0 - splane.z;
}
splane.xy /= splane.z;
+
splane.xy = splane.xy * 0.5 + 0.5;
splane.z = shadow_len * omni_lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size );
splane.w = 1.0; //needed? i think it should be 1 already
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
@@ -704,7 +699,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -829,7 +823,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
vec4 transmittance_color,
float transmittance_depth,
- float transmittance_curve,
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
@@ -876,13 +869,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_z = transmittance_depth;
transmittance_color.a *= light_attenuation;
{
- splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= spot_lights.data[idx].inv_radius;
+
+ shadow_z = shadow_z * 2.0 - 1.0;
+ float z_far = 1.0 / spot_lights.data[idx].inv_radius;
+ float z_near = 0.01;
+ shadow_z = 2.0 * z_near * z_far / (z_far + z_near - shadow_z * (z_far - z_near));
+
//distance to light plane
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
@@ -898,7 +895,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index aa8a0b96c5..1bc17e140f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -543,7 +543,6 @@ void main() {
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0);
float transmittance_depth = 0.0;
- float transmittance_curve = 1.0;
float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
@@ -1293,7 +1292,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
transmittance_z,
#endif
@@ -1344,7 +1342,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
#endif
*/
@@ -1393,7 +1390,6 @@ void main() {
#ifdef LIGHT_TRANSMITTANCE_USED
transmittance_color,
transmittance_depth,
- transmittance_curve,
transmittance_boost,
#endif
*/
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 7e06516d90..2328effe7b 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -36,12 +36,12 @@ void main() {
float divisor = 0.0;
vec4 color;
float depth;
- vec3 normal;
+ vec4 normal;
if (params.filtered) {
color = vec4(0.0);
depth = 0.0;
- normal = vec3(0.0);
+ normal = vec4(0.0);
for (int i = 0; i < 4; i++) {
ivec2 ofs = ssC << 1;
@@ -53,7 +53,9 @@ void main() {
}
color += texelFetch(source_ssr, ofs, 0);
float d = texelFetch(source_depth, ofs, 0).r;
- normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0;
+ vec4 nr = texelFetch(source_normal, ofs, 0);
+ normal.xyz += nr.xyz * 2.0 - 1.0;
+ normal.w += nr.w;
d = d * 2.0 - 1.0;
if (params.orthogonal) {
@@ -66,11 +68,12 @@ void main() {
color /= 4.0;
depth /= 4.0;
- normal = normalize(normal / 4.0) * 0.5 + 0.5;
+ normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
+ normal.w /= 4.0;
} else {
color = texelFetch(source_ssr, ssC << 1, 0);
depth = texelFetch(source_depth, ssC << 1, 0).r;
- normal = texelFetch(source_normal, ssC << 1, 0).xyz;
+ normal = texelFetch(source_normal, ssC << 1, 0);
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
@@ -83,5 +86,5 @@ void main() {
imageStore(dest_ssr, ssC, color);
imageStore(dest_depth, ssC, vec4(depth));
- imageStore(dest_normal, ssC, vec4(normal, 0.0));
+ imageStore(dest_normal, ssC, normal);
}
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 84299b4ab2..271c039aad 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1315,6 +1315,8 @@ void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, c
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
if (!E) {
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 46e340c0ac..f651fbfa75 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -1116,9 +1116,9 @@ void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::storage->set_default_clear_color(p_color);
}
-//workaround for setting this on thread
-void RendererViewport::call_set_use_vsync(bool p_enable) {
- DisplayServer::get_singleton()->_set_use_vsync(p_enable);
+// Workaround for setting this on thread.
+void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
+ DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
}
int RendererViewport::get_total_objects_drawn() const {
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index b449a9fa1a..ac7a35f97d 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -271,8 +271,8 @@ public:
int get_total_vertices_drawn() const;
int get_total_draw_calls_used() const;
- //workaround for setting this on thread
- void call_set_use_vsync(bool p_enable);
+ // Workaround for setting this on thread.
+ void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
RendererViewport();
virtual ~RendererViewport() {}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index ed5e73c16a..0ca84bd79e 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -715,6 +715,8 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
+ typedef void (*UniformSetInvalidatedCallback)(const RID &, void *);
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 48c96cb02a..79665dcdd2 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -577,7 +577,7 @@ public:
FUNC1RC(float, viewport_get_measured_render_time_cpu, RID)
FUNC1RC(float, viewport_get_measured_render_time_gpu, RID)
- FUNC1(call_set_use_vsync, bool)
+ FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
/* ENVIRONMENT API */
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index c4e7511374..376d23ccb3 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -122,7 +122,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 4ac5f9399c..748b372c62 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2772,7 +2772,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false);
- GLOBAL_DEF("rendering/global_illumination/voxel_gi/anisotropic", false);
GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index e260ff99a1..0d01d4a2bd 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1454,7 +1454,7 @@ public:
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
- virtual void call_set_use_vsync(bool p_enable) = 0;
+ virtual void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) = 0;
virtual bool is_low_end() const = 0;