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-rw-r--r--servers/audio/audio_driver_dummy.cpp4
-rw-r--r--servers/audio/audio_driver_dummy.h4
-rw-r--r--servers/audio/audio_effect.cpp4
-rw-r--r--servers/audio/audio_effect.h4
-rw-r--r--servers/audio/audio_filter_sw.cpp4
-rw-r--r--servers/audio/audio_filter_sw.h4
-rw-r--r--servers/audio/audio_rb_resampler.cpp4
-rw-r--r--servers/audio/audio_rb_resampler.h4
-rw-r--r--servers/audio/audio_stream.cpp4
-rw-r--r--servers/audio/audio_stream.h4
-rw-r--r--servers/audio/effects/audio_effect_amplify.cpp4
-rw-r--r--servers/audio/effects/audio_effect_amplify.h4
-rw-r--r--servers/audio/effects/audio_effect_capture.cpp4
-rw-r--r--servers/audio/effects/audio_effect_capture.h4
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp4
-rw-r--r--servers/audio/effects/audio_effect_chorus.h4
-rw-r--r--servers/audio/effects/audio_effect_compressor.cpp4
-rw-r--r--servers/audio/effects/audio_effect_compressor.h4
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp4
-rw-r--r--servers/audio/effects/audio_effect_delay.h4
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp4
-rw-r--r--servers/audio/effects/audio_effect_distortion.h4
-rw-r--r--servers/audio/effects/audio_effect_eq.cpp4
-rw-r--r--servers/audio/effects/audio_effect_eq.h4
-rw-r--r--servers/audio/effects/audio_effect_filter.cpp4
-rw-r--r--servers/audio/effects/audio_effect_filter.h4
-rw-r--r--servers/audio/effects/audio_effect_limiter.cpp4
-rw-r--r--servers/audio/effects/audio_effect_limiter.h4
-rw-r--r--servers/audio/effects/audio_effect_panner.cpp4
-rw-r--r--servers/audio/effects/audio_effect_panner.h4
-rw-r--r--servers/audio/effects/audio_effect_phaser.cpp4
-rw-r--r--servers/audio/effects/audio_effect_phaser.h4
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp4
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.h4
-rw-r--r--servers/audio/effects/audio_effect_record.cpp4
-rw-r--r--servers/audio/effects/audio_effect_record.h4
-rw-r--r--servers/audio/effects/audio_effect_reverb.cpp4
-rw-r--r--servers/audio/effects/audio_effect_reverb.h4
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp4
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.h4
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.cpp4
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.h4
-rw-r--r--servers/audio/effects/audio_stream_generator.cpp4
-rw-r--r--servers/audio/effects/audio_stream_generator.h4
-rw-r--r--servers/audio/effects/eq.cpp4
-rw-r--r--servers/audio/effects/eq.h4
-rw-r--r--servers/audio/effects/reverb.cpp4
-rw-r--r--servers/audio/effects/reverb.h4
-rw-r--r--servers/audio_server.cpp6
-rw-r--r--servers/audio_server.h4
-rw-r--r--servers/camera/camera_feed.cpp4
-rw-r--r--servers/camera/camera_feed.h4
-rw-r--r--servers/camera_server.cpp4
-rw-r--r--servers/camera_server.h4
-rw-r--r--servers/display_server.cpp4
-rw-r--r--servers/display_server.h4
-rw-r--r--servers/display_server_headless.h4
-rw-r--r--servers/navigation_server_2d.cpp6
-rw-r--r--servers/navigation_server_2d.h6
-rw-r--r--servers/navigation_server_3d.cpp6
-rw-r--r--servers/navigation_server_3d.h6
-rw-r--r--servers/physics_2d/godot_area_2d.cpp4
-rw-r--r--servers/physics_2d/godot_area_2d.h4
-rw-r--r--servers/physics_2d/godot_area_pair_2d.cpp4
-rw-r--r--servers/physics_2d/godot_area_pair_2d.h4
-rw-r--r--servers/physics_2d/godot_body_2d.cpp4
-rw-r--r--servers/physics_2d/godot_body_2d.h4
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.cpp4
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.h4
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp4
-rw-r--r--servers/physics_2d/godot_body_pair_2d.h4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.cpp4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.h4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.cpp4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.h4
-rw-r--r--servers/physics_2d/godot_collision_object_2d.cpp4
-rw-r--r--servers/physics_2d/godot_collision_object_2d.h4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.h4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.h4
-rw-r--r--servers/physics_2d/godot_constraint_2d.h4
-rw-r--r--servers/physics_2d/godot_joints_2d.cpp4
-rw-r--r--servers/physics_2d/godot_joints_2d.h4
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp4
-rw-r--r--servers/physics_2d/godot_physics_server_2d.h4
-rw-r--r--servers/physics_2d/godot_shape_2d.cpp4
-rw-r--r--servers/physics_2d/godot_shape_2d.h4
-rw-r--r--servers/physics_2d/godot_space_2d.cpp4
-rw-r--r--servers/physics_2d/godot_space_2d.h4
-rw-r--r--servers/physics_2d/godot_step_2d.cpp4
-rw-r--r--servers/physics_2d/godot_step_2d.h4
-rw-r--r--servers/physics_3d/gjk_epa.cpp4
-rw-r--r--servers/physics_3d/gjk_epa.h4
-rw-r--r--servers/physics_3d/godot_area_3d.cpp4
-rw-r--r--servers/physics_3d/godot_area_3d.h4
-rw-r--r--servers/physics_3d/godot_area_pair_3d.cpp4
-rw-r--r--servers/physics_3d/godot_area_pair_3d.h4
-rw-r--r--servers/physics_3d/godot_body_3d.cpp4
-rw-r--r--servers/physics_3d/godot_body_3d.h4
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp4
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.h4
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp4
-rw-r--r--servers/physics_3d/godot_body_pair_3d.h4
-rw-r--r--servers/physics_3d/godot_broad_phase_3d.cpp4
-rw-r--r--servers/physics_3d/godot_broad_phase_3d.h4
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.cpp4
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.h4
-rw-r--r--servers/physics_3d/godot_collision_object_3d.cpp4
-rw-r--r--servers/physics_3d/godot_collision_object_3d.h4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.h4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.h4
-rw-r--r--servers/physics_3d/godot_constraint_3d.h4
-rw-r--r--servers/physics_3d/godot_joint_3d.h4
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp4
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h4
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp4
-rw-r--r--servers/physics_3d/godot_shape_3d.h4
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp4
-rw-r--r--servers/physics_3d/godot_soft_body_3d.h4
-rw-r--r--servers/physics_3d/godot_space_3d.cpp4
-rw-r--r--servers/physics_3d/godot_space_3d.h4
-rw-r--r--servers/physics_3d/godot_step_3d.cpp4
-rw-r--r--servers/physics_3d/godot_step_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_jacobian_entry_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_pin_joint_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_pin_joint_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.h4
-rw-r--r--servers/physics_server_2d.cpp4
-rw-r--r--servers/physics_server_2d.h4
-rw-r--r--servers/physics_server_2d_wrap_mt.cpp4
-rw-r--r--servers/physics_server_2d_wrap_mt.h4
-rw-r--r--servers/physics_server_3d.cpp4
-rw-r--r--servers/physics_server_3d.h4
-rw-r--r--servers/physics_server_3d_wrap_mt.cpp4
-rw-r--r--servers/physics_server_3d_wrap_mt.h4
-rw-r--r--servers/register_server_types.cpp4
-rw-r--r--servers/register_server_types.h4
-rw-r--r--servers/rendering/rasterizer_dummy.h14
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp4
-rw-r--r--servers/rendering/renderer_canvas_cull.h4
-rw-r--r--servers/rendering/renderer_canvas_render.cpp4
-rw-r--r--servers/rendering/renderer_canvas_render.h4
-rw-r--r--servers/rendering/renderer_compositor.cpp4
-rw-r--r--servers/rendering/renderer_compositor.h4
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h4
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp776
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h199
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp107
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h19
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp74
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h17
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h12
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp11
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h22
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp498
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h80
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp61
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h17
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp85
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl19
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl25
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_downsample.glsl)23
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil.glsl444
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_blur.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_interleave.glsl102
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl56
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl5
-rw-r--r--servers/rendering/renderer_scene.cpp4
-rw-r--r--servers/rendering/renderer_scene.h11
-rw-r--r--servers/rendering/renderer_scene_cull.cpp47
-rw-r--r--servers/rendering/renderer_scene_cull.h15
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp4
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h4
-rw-r--r--servers/rendering/renderer_scene_render.cpp4
-rw-r--r--servers/rendering/renderer_scene_render.h11
-rw-r--r--servers/rendering/renderer_storage.cpp4
-rw-r--r--servers/rendering/renderer_storage.h9
-rw-r--r--servers/rendering/renderer_thread_pool.cpp4
-rw-r--r--servers/rendering/renderer_thread_pool.h4
-rw-r--r--servers/rendering/renderer_viewport.cpp34
-rw-r--r--servers/rendering/renderer_viewport.h8
-rw-r--r--servers/rendering/rendering_device.cpp17
-rw-r--r--servers/rendering/rendering_device.h21
-rw-r--r--servers/rendering/rendering_device_binds.cpp4
-rw-r--r--servers/rendering/rendering_device_binds.h4
-rw-r--r--servers/rendering/rendering_server_default.cpp8
-rw-r--r--servers/rendering/rendering_server_default.h13
-rw-r--r--servers/rendering/rendering_server_globals.cpp4
-rw-r--r--servers/rendering/rendering_server_globals.h4
-rw-r--r--servers/rendering/shader_language.cpp342
-rw-r--r--servers/rendering/shader_language.h81
-rw-r--r--servers/rendering/shader_types.cpp117
-rw-r--r--servers/rendering/shader_types.h8
-rw-r--r--servers/rendering/shader_warnings.cpp16
-rw-r--r--servers/rendering/shader_warnings.h11
-rw-r--r--servers/rendering_server.cpp34
-rw-r--r--servers/rendering_server.h24
-rw-r--r--servers/server_wrap_mt_common.h4
-rw-r--r--servers/text/text_server_extension.cpp19
-rw-r--r--servers/text/text_server_extension.h9
-rw-r--r--servers/text_server.cpp36
-rw-r--r--servers/text_server.h7
-rw-r--r--servers/xr/xr_interface.cpp4
-rw-r--r--servers/xr/xr_interface.h4
-rw-r--r--servers/xr/xr_interface_extension.cpp4
-rw-r--r--servers/xr/xr_interface_extension.h4
-rw-r--r--servers/xr/xr_pose.cpp6
-rw-r--r--servers/xr/xr_pose.h4
-rw-r--r--servers/xr/xr_positional_tracker.cpp4
-rw-r--r--servers/xr/xr_positional_tracker.h4
-rw-r--r--servers/xr_server.cpp4
-rw-r--r--servers/xr_server.h4
251 files changed, 3355 insertions, 1353 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index 47799dce96..1ba0afd8a1 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 7d84e7ffc8..6324e2f5d3 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp
index 3035828c95..b9eca14a4c 100644
--- a/servers/audio/audio_effect.cpp
+++ b/servers/audio/audio_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index bea7292b8e..00a5d6c004 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index b31014bd21..082931647a 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h
index 540d6368e3..9e55662d0a 100644
--- a/servers/audio/audio_filter_sw.h
+++ b/servers/audio/audio_filter_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp
index b37965a988..0cfba17563 100644
--- a/servers/audio/audio_rb_resampler.cpp
+++ b/servers/audio/audio_rb_resampler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h
index c0f981704b..3fbe684c3e 100644
--- a/servers/audio/audio_rb_resampler.h
+++ b/servers/audio/audio_rb_resampler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index c098a97906..170a7ef967 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 12d4343f5c..32159e96ef 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 79788d334b..b01160ea5c 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h
index 9d3facc230..bd0fcaa94d 100644
--- a/servers/audio/effects/audio_effect_amplify.h
+++ b/servers/audio/effects/audio_effect_amplify.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp
index 065065042e..f605cfc9d4 100644
--- a/servers/audio/effects/audio_effect_capture.cpp
+++ b/servers/audio/effects/audio_effect_capture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h
index bb1d03be8c..3935f7d473 100644
--- a/servers/audio/effects/audio_effect_capture.h
+++ b/servers/audio/effects/audio_effect_capture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 9af3ed30cc..8b1fe9cfd2 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h
index f81bebb0ae..19035222c5 100644
--- a/servers/audio/effects/audio_effect_chorus.h
+++ b/servers/audio/effects/audio_effect_chorus.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index cfa2ae6f79..f75d092dd3 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h
index dae4618a64..53c448e5db 100644
--- a/servers/audio/effects/audio_effect_compressor.h
+++ b/servers/audio/effects/audio_effect_compressor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index 07475e1ed4..bddd235204 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h
index 50a2233e5f..5cc6d72c99 100644
--- a/servers/audio/effects/audio_effect_delay.h
+++ b/servers/audio/effects/audio_effect_delay.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 188b7a3301..afc4353bd7 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h
index 3a762f8cf6..487babbdda 100644
--- a/servers/audio/effects/audio_effect_distortion.h
+++ b/servers/audio/effects/audio_effect_distortion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index e87944b74b..cc317031d4 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h
index b99727d7c0..252f931e6c 100644
--- a/servers/audio/effects/audio_effect_eq.h
+++ b/servers/audio/effects/audio_effect_eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp
index 1db8b1f1b5..06e66f22b1 100644
--- a/servers/audio/effects/audio_effect_filter.cpp
+++ b/servers/audio/effects/audio_effect_filter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h
index 1fa3df1570..d5d58ddaa3 100644
--- a/servers/audio/effects/audio_effect_filter.h
+++ b/servers/audio/effects/audio_effect_filter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index 280411641b..5923cf8cf5 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index 398613aa44..f84a0ae103 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp
index e2062609b9..278acda86c 100644
--- a/servers/audio/effects/audio_effect_panner.cpp
+++ b/servers/audio/effects/audio_effect_panner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h
index d75bcaeb95..d05c9902af 100644
--- a/servers/audio/effects/audio_effect_panner.h
+++ b/servers/audio/effects/audio_effect_panner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index c76692eed7..af5dce707e 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h
index 2a0ed64805..80b7742835 100644
--- a/servers/audio/effects/audio_effect_phaser.h
+++ b/servers/audio/effects/audio_effect_phaser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index d6c396e0a5..3c53887931 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h
index 3ed096cd94..0478d05ceb 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp
index f71679d30f..569832b8a8 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 6e862b1377..18b5d4d83c 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp
index 819f906773..0d4eb14e6a 100644
--- a/servers/audio/effects/audio_effect_reverb.cpp
+++ b/servers/audio/effects/audio_effect_reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index eaa66352f6..90694c5492 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 6f9e7ac67d..10627be74c 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h
index 3c5ae4a5e8..982c20d4a4 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.h
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 3a016b06b8..757edd6d43 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h
index e0f9d79a94..8b8b7b47a0 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.h
+++ b/servers/audio/effects/audio_effect_stereo_enhance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp
index 447acf53a4..6c917f3eb6 100644
--- a/servers/audio/effects/audio_stream_generator.cpp
+++ b/servers/audio/effects/audio_stream_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h
index 918589f6d0..51288262b3 100644
--- a/servers/audio/effects/audio_stream_generator.h
+++ b/servers/audio/effects/audio_stream_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index e0c3eb6d3a..2123284b3b 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h
index afd5bf5334..74280ee22e 100644
--- a/servers/audio/effects/eq.h
+++ b/servers/audio/effects/eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 1d97de5205..4b5b9ab79f 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h
index e7ce55098d..fa06d262a3 100644
--- a/servers/audio/effects/reverb.h
+++ b/servers/audio/effects/reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index f7c8f0921c..c89f811678 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1591,7 +1591,7 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
Bus::Effect bfx;
bfx.effect = fx;
bfx.enabled = p_bus_layout->buses[i].effects[j].enabled;
-#if DEBUG_ENABLED
+#ifdef DEBUG_ENABLED
bfx.prof_time = 0;
#endif
bus->effects.push_back(bfx);
diff --git a/servers/audio_server.h b/servers/audio_server.h
index 46873845dc..0c150427f2 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp
index 9f8e8a8106..3aab995857 100644
--- a/servers/camera/camera_feed.cpp
+++ b/servers/camera/camera_feed.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h
index 1f80d15e30..ea66c5f947 100644
--- a/servers/camera/camera_feed.h
+++ b/servers/camera/camera_feed.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp
index 8391a2ee2e..91df3afadd 100644
--- a/servers/camera_server.cpp
+++ b/servers/camera_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera_server.h b/servers/camera_server.h
index 7390129df9..893fdba912 100644
--- a/servers/camera_server.h
+++ b/servers/camera_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 8b5a965738..01f58e37eb 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/display_server.h b/servers/display_server.h
index 2d837dbef9..a84290be77 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h
index 0837e41db8..4ef9dc622f 100644
--- a/servers/display_server_headless.h
+++ b/servers/display_server_headless.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp
index 85b12f1585..53190d7681 100644
--- a/servers/navigation_server_2d.cpp
+++ b/servers/navigation_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -204,7 +204,7 @@ void NavigationServer2D::_bind_methods() {
NavigationServer2D::NavigationServer2D() {
singleton = this;
ERR_FAIL_COND_MSG(!NavigationServer3D::get_singleton(), "The Navigation3D singleton should be initialized before the 2D one.");
- NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed));
+ NavigationServer3D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed));
}
NavigationServer2D::~NavigationServer2D() {
diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h
index d56c719839..2dd718e09c 100644
--- a/servers/navigation_server_2d.h
+++ b/servers/navigation_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -52,7 +52,7 @@ protected:
public:
/// Thread safe, can be used across many threads.
- static NavigationServer2D *get_singleton() { return singleton; }
+ static const NavigationServer2D *get_singleton() { return singleton; }
/// MUST be used in single thread!
static NavigationServer2D *get_singleton_mut() { return singleton; }
diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp
index b0047a250a..d78e58bea0 100644
--- a/servers/navigation_server_3d.cpp
+++ b/servers/navigation_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -84,7 +84,7 @@ void NavigationServer3D::_bind_methods() {
ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map")));
}
-NavigationServer3D *NavigationServer3D::get_singleton() {
+const NavigationServer3D *NavigationServer3D::get_singleton() {
return singleton;
}
diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h
index 3aef693ac8..f711e4e0e5 100644
--- a/servers/navigation_server_3d.h
+++ b/servers/navigation_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,7 +55,7 @@ protected:
public:
/// Thread safe, can be used across many threads.
- static NavigationServer3D *get_singleton();
+ static const NavigationServer3D *get_singleton();
/// MUST be used in single thread!
static NavigationServer3D *get_singleton_mut();
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp
index c4060615c9..9937178550 100644
--- a/servers/physics_2d/godot_area_2d.cpp
+++ b/servers/physics_2d/godot_area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h
index 699c1c1bc8..6e8078909b 100644
--- a/servers/physics_2d/godot_area_2d.h
+++ b/servers/physics_2d/godot_area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_area_pair_2d.cpp b/servers/physics_2d/godot_area_pair_2d.cpp
index bde22aab11..72208d7dff 100644
--- a/servers/physics_2d/godot_area_pair_2d.cpp
+++ b/servers/physics_2d/godot_area_pair_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_area_pair_2d.h b/servers/physics_2d/godot_area_pair_2d.h
index f1290a27d0..ef6c774bc3 100644
--- a/servers/physics_2d/godot_area_pair_2d.h
+++ b/servers/physics_2d/godot_area_pair_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index 886fe4af0f..6873504f70 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h
index 9902da9b46..1335a19126 100644
--- a/servers/physics_2d/godot_body_2d.h
+++ b/servers/physics_2d/godot_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp
index 2843466e01..cde6e8c991 100644
--- a/servers/physics_2d/godot_body_direct_state_2d.cpp
+++ b/servers/physics_2d/godot_body_direct_state_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_direct_state_2d.h b/servers/physics_2d/godot_body_direct_state_2d.h
index bc6038f7e8..a2c0a87989 100644
--- a/servers/physics_2d/godot_body_direct_state_2d.h
+++ b/servers/physics_2d/godot_body_direct_state_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index ca67277d1c..1986191cc3 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_body_pair_2d.h b/servers/physics_2d/godot_body_pair_2d.h
index 0a086a78b1..1c0f61be26 100644
--- a/servers/physics_2d/godot_body_pair_2d.h
+++ b/servers/physics_2d/godot_body_pair_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_broad_phase_2d.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp
index 4b35f8d996..e734c24f88 100644
--- a/servers/physics_2d/godot_broad_phase_2d.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_broad_phase_2d.h b/servers/physics_2d/godot_broad_phase_2d.h
index 7017a6e41f..abab087045 100644
--- a/servers/physics_2d/godot_broad_phase_2d.h
+++ b/servers/physics_2d/godot_broad_phase_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
index 9ec6b0a6b7..5a96dae8ca 100644
--- a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h
index 19b49f3499..d77e0574eb 100644
--- a/servers/physics_2d/godot_broad_phase_2d_bvh.h
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_object_2d.cpp b/servers/physics_2d/godot_collision_object_2d.cpp
index 719d9c874a..35027e0f69 100644
--- a/servers/physics_2d/godot_collision_object_2d.cpp
+++ b/servers/physics_2d/godot_collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h
index 7233857808..1e9baad8d9 100644
--- a/servers/physics_2d/godot_collision_object_2d.h
+++ b/servers/physics_2d/godot_collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 25371b9885..263d6d939f 100644
--- a/servers/physics_2d/godot_collision_solver_2d.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_solver_2d.h b/servers/physics_2d/godot_collision_solver_2d.h
index f10815a444..bd90641f04 100644
--- a/servers/physics_2d/godot_collision_solver_2d.h
+++ b/servers/physics_2d/godot_collision_solver_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index 63053e8259..a965795bee 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h
index 1517b90a19..3d8e29c41a 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.h
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_constraint_2d.h b/servers/physics_2d/godot_constraint_2d.h
index 84f975e583..d9bf035c2b 100644
--- a/servers/physics_2d/godot_constraint_2d.h
+++ b/servers/physics_2d/godot_constraint_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_joints_2d.cpp b/servers/physics_2d/godot_joints_2d.cpp
index 7c08c2f4b4..0876184d8c 100644
--- a/servers/physics_2d/godot_joints_2d.cpp
+++ b/servers/physics_2d/godot_joints_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_joints_2d.h b/servers/physics_2d/godot_joints_2d.h
index 4c97190d01..acaaf0f629 100644
--- a/servers/physics_2d/godot_joints_2d.h
+++ b/servers/physics_2d/godot_joints_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
index a1b2d8c3e0..5e099e27ec 100644
--- a/servers/physics_2d/godot_physics_server_2d.cpp
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h
index bdf614a16d..0a84caadc5 100644
--- a/servers/physics_2d/godot_physics_server_2d.h
+++ b/servers/physics_2d/godot_physics_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp
index 3604004324..1e8799a727 100644
--- a/servers/physics_2d/godot_shape_2d.cpp
+++ b/servers/physics_2d/godot_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_shape_2d.h b/servers/physics_2d/godot_shape_2d.h
index 25d113aafb..fb52cbce20 100644
--- a/servers/physics_2d/godot_shape_2d.h
+++ b/servers/physics_2d/godot_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index 8f22efc40c..5c2bda340b 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h
index e11f4c3afb..5d97721176 100644
--- a/servers/physics_2d/godot_space_2d.h
+++ b/servers/physics_2d/godot_space_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index bc604e380a..866c415440 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h
index 4038417854..9a6d8caf9b 100644
--- a/servers/physics_2d/godot_step_2d.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index ef6535a878..928ffe0980 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index 39a7d03435..01a47f222e 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp
index d4e14b8d85..e7df23d0d8 100644
--- a/servers/physics_3d/godot_area_3d.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h
index 0dcf89b2b4..ce64fc802a 100644
--- a/servers/physics_3d/godot_area_3d.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_area_pair_3d.cpp b/servers/physics_3d/godot_area_pair_3d.cpp
index 58188565e3..a75cb74f60 100644
--- a/servers/physics_3d/godot_area_pair_3d.cpp
+++ b/servers/physics_3d/godot_area_pair_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_area_pair_3d.h b/servers/physics_3d/godot_area_pair_3d.h
index 4237e7722e..c416477204 100644
--- a/servers/physics_3d/godot_area_pair_3d.h
+++ b/servers/physics_3d/godot_area_pair_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index fca8a3f3a9..ad97533f44 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index 5868d8c282..1906e8aab1 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp
index e45180cd02..a8c6086e1c 100644
--- a/servers/physics_3d/godot_body_direct_state_3d.cpp
+++ b/servers/physics_3d/godot_body_direct_state_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_direct_state_3d.h b/servers/physics_3d/godot_body_direct_state_3d.h
index 93e9997e11..483cfb9298 100644
--- a/servers/physics_3d/godot_body_direct_state_3d.h
+++ b/servers/physics_3d/godot_body_direct_state_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index dd82a02059..89d5d59161 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_body_pair_3d.h b/servers/physics_3d/godot_body_pair_3d.h
index 8a9664e7e1..7a7309f9d5 100644
--- a/servers/physics_3d/godot_body_pair_3d.h
+++ b/servers/physics_3d/godot_body_pair_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_broad_phase_3d.cpp b/servers/physics_3d/godot_broad_phase_3d.cpp
index db51dfb2b6..115a01a0c5 100644
--- a/servers/physics_3d/godot_broad_phase_3d.cpp
+++ b/servers/physics_3d/godot_broad_phase_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_broad_phase_3d.h b/servers/physics_3d/godot_broad_phase_3d.h
index 65423f293c..75196cbd1b 100644
--- a/servers/physics_3d/godot_broad_phase_3d.h
+++ b/servers/physics_3d/godot_broad_phase_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
index 0f2061a1ea..9a6b96c411 100644
--- a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h
index 61127e52c1..7138019a9c 100644
--- a/servers/physics_3d/godot_broad_phase_3d_bvh.h
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_object_3d.cpp b/servers/physics_3d/godot_collision_object_3d.cpp
index 421291011b..63284aeca5 100644
--- a/servers/physics_3d/godot_collision_object_3d.cpp
+++ b/servers/physics_3d/godot_collision_object_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h
index 43558034e0..0178838a25 100644
--- a/servers/physics_3d/godot_collision_object_3d.h
+++ b/servers/physics_3d/godot_collision_object_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index 540b16c6e3..81e1a88366 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_solver_3d.h b/servers/physics_3d/godot_collision_solver_3d.h
index 133635ca7e..a6a0ebfead 100644
--- a/servers/physics_3d/godot_collision_solver_3d.h
+++ b/servers/physics_3d/godot_collision_solver_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 4faa07b6c9..82e04a7e31 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h
index 069a701cba..3eb7aa4c9e 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.h
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_constraint_3d.h b/servers/physics_3d/godot_constraint_3d.h
index 840c81716c..217955047f 100644
--- a/servers/physics_3d/godot_constraint_3d.h
+++ b/servers/physics_3d/godot_constraint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_joint_3d.h b/servers/physics_3d/godot_joint_3d.h
index 4086bb53e1..d4b719fc5e 100644
--- a/servers/physics_3d/godot_joint_3d.h
+++ b/servers/physics_3d/godot_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index f301b791bb..4e1680e6ac 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h
index ab9cd19723..b903f4808c 100644
--- a/servers/physics_3d/godot_physics_server_3d.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 5364a9833d..26fa470233 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h
index 43319510d4..9d171c3928 100644
--- a/servers/physics_3d/godot_shape_3d.h
+++ b/servers/physics_3d/godot_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index 43d4433302..1de27760d5 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h
index 14ddc419cf..5028e81dd8 100644
--- a/servers/physics_3d/godot_soft_body_3d.h
+++ b/servers/physics_3d/godot_soft_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index 89e0d5c51f..ed756a7f9d 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h
index fbdb65e29c..ac54c8bf69 100644
--- a/servers/physics_3d/godot_space_3d.h
+++ b/servers/physics_3d/godot_space_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 6332532f6e..63635b224b 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/godot_step_3d.h b/servers/physics_3d/godot_step_3d.h
index 10389713f6..6d975b0dd3 100644
--- a/servers/physics_3d/godot_step_3d.h
+++ b/servers/physics_3d/godot_step_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
index 864086c956..dc4858ff9a 100644
--- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
index 999d0f0692..fdcc2ceea3 100644
--- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
index 915bb528e9..41e9bf06bb 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
index f37b5b981b..bcf2d18647 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
index cf77129a30..a7a7843499 100644
--- a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h
index ff1fbe0f25..b934540e8d 100644
--- a/servers/physics_3d/joints/godot_hinge_joint_3d.h
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_jacobian_entry_3d.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
index 90a77a9b61..0fe15751d5 100644
--- a/servers/physics_3d/joints/godot_jacobian_entry_3d.h
+++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp
index e9e81b61a7..c52ea2665c 100644
--- a/servers/physics_3d/joints/godot_pin_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.h b/servers/physics_3d/joints/godot_pin_joint_3d.h
index 17e2e6e973..eeeaa650bd 100644
--- a/servers/physics_3d/joints/godot_pin_joint_3d.h
+++ b/servers/physics_3d/joints/godot_pin_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
index 1f463ad24c..f175421304 100644
--- a/servers/physics_3d/joints/godot_slider_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.h b/servers/physics_3d/joints/godot_slider_joint_3d.h
index 9baaf1fa40..f596c9ff75 100644
--- a/servers/physics_3d/joints/godot_slider_joint_3d.h
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index f76e00d466..d8f2a2a780 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 87a549e72d..e9faf0a3bf 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp
index 33070bf42d..02223b83f0 100644
--- a/servers/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_server_2d_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h
index cb6e6fc084..aa3a8bc04a 100644
--- a/servers/physics_server_2d_wrap_mt.h
+++ b/servers/physics_server_2d_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index f5a099013f..8fafd07f87 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 13719ba1c5..f830c95b58 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp
index c424100bba..822ca44b72 100644
--- a/servers/physics_server_3d_wrap_mt.cpp
+++ b/servers/physics_server_3d_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h
index 179ca90a2f..ecaef886e1 100644
--- a/servers/physics_server_3d_wrap_mt.h
+++ b/servers/physics_server_3d_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 7004b2317c..3fbf4fe436 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/register_server_types.h b/servers/register_server_types.h
index f6a65cb653..cf6364eee3 100644
--- a/servers/register_server_types.h
+++ b/servers/register_server_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index 01e96b3bc6..f02a01c97d 100644
--- a/servers/rendering/rasterizer_dummy.h
+++ b/servers/rendering/rasterizer_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -44,6 +44,7 @@ public:
GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; }
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {}
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {}
+ void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override {}
void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {}
void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {}
void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {}
@@ -116,6 +117,8 @@ public:
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
+ void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {}
+ void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}
@@ -186,7 +189,7 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
- void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
+ void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
@@ -327,8 +330,8 @@ public:
void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {}
void mesh_instance_check_for_update(RID p_mesh_instance) override {}
void update_mesh_instances() override {}
- void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) override {}
- float reflection_probe_get_lod_threshold(RID p_probe) const override { return 0.0; }
+ void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override {}
+ float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override { return 0.0; }
void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {}
@@ -702,6 +705,7 @@ public:
String get_video_adapter_name() const override { return String(); }
String get_video_adapter_vendor() const override { return String(); }
+ RenderingDevice::DeviceType get_video_adapter_type() const override { return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER; }
static RendererStorage *base_singleton;
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 591023c820..02af3c6eb9 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index bdd61123df..fc53ce2327 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp
index 1945435586..3b68cd74fd 100644
--- a/servers/rendering/renderer_canvas_render.cpp
+++ b/servers/rendering/renderer_canvas_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
index 04ddae4089..1840925f78 100644
--- a/servers/rendering/renderer_canvas_render.h
+++ b/servers/rendering/renderer_canvas_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp
index 80c4625261..82e8bd6ef9 100644
--- a/servers/rendering/renderer_compositor.cpp
+++ b/servers/rendering/renderer_compositor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index 4526354d17..f245af9a4a 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index 4a98cf0831..6ad3556969 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index feafd4c2db..7f6750fa7e 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index cf943901d4..4a19519995 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1315,6 +1315,111 @@ void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far,
}
}
+void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
+ // Downsample and deinterleave the depth buffer for SSAO and SSIL
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE;
+ bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
+
+ if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF;
+ } else if (use_mips) {
+ downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ }
+
+ bool use_half_size = false;
+ bool use_full_mips = false;
+
+ if (p_ssao_half_size && p_ssil_half_size) {
+ downsample_pipeline++;
+ use_half_size = true;
+ } else if (p_ssao_half_size != p_ssil_half_size) {
+ if (use_mips) {
+ downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
+ use_full_mips = true;
+ } else {
+ // Only need the first two mipmaps, but the cost to generate the next two is trivial
+ // TODO investigate the benefit of a shader version to generate only 2 mips
+ downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
+ use_mips = true;
+ }
+ }
+
+ int depth_index = use_half_size ? 1 : 0;
+
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
+ if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_depth_mipmaps[depth_index + 1]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_depth_mipmaps[depth_index + 2]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(p_depth_mipmaps[depth_index + 3]);
+ uniforms.push_back(u);
+ }
+ if (use_full_mips) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(p_depth_mipmaps[4]);
+ uniforms.push_back(u);
+ }
+ ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
+ }
+
+ float depth_linearize_mul = -p_projection.matrix[3][2];
+ float depth_linearize_add = p_projection.matrix[2][2];
+ if (depth_linearize_mul * depth_linearize_add < 0) {
+ depth_linearize_add = -depth_linearize_add;
+ }
+
+ ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
+ ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
+ ss_effects.downsample_push_constant.z_far = depth_linearize_add;
+ if (ss_effects.downsample_push_constant.orthogonal) {
+ ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
+ ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
+ }
+ ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
+ ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
+ ss_effects.downsample_push_constant.radius_sq = 1.0;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1);
+ if (use_mips) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
+
+ Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+ ss_effects.used_full_mips_last_frame = use_mips;
+ ss_effects.used_full_mips_last_frame = use_full_mips;
+ ss_effects.used_half_size_last_frame = use_half_size;
+}
+
void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
@@ -1341,82 +1446,12 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
+void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->draw_command_begin_label("SSAO");
+ memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
/* FIRST PASS */
- // Downsample and deinterleave the depth buffer.
- {
- RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- if (p_invalidate_uniform_sets) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_depth_mipmaps[1]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_depth_mipmaps[2]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(p_depth_mipmaps[3]);
- uniforms.push_back(u);
- }
- r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
- }
-
- float depth_linearize_mul = -p_projection.matrix[3][2];
- float depth_linearize_add = p_projection.matrix[2][2];
- if (depth_linearize_mul * depth_linearize_add < 0) {
- depth_linearize_add = -depth_linearize_add;
- }
-
- ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.downsample_push_constant.z_near = depth_linearize_mul;
- ssao.downsample_push_constant.z_far = depth_linearize_add;
- if (ssao.downsample_push_constant.orthogonal) {
- ssao.downsample_push_constant.z_near = p_projection.get_z_near();
- ssao.downsample_push_constant.z_far = p_projection.get_z_far();
- }
- ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
-
- int downsample_pipeline = SSAO_DOWNSAMPLE;
- if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- downsample_pipeline = SSAO_DOWNSAMPLE_HALF;
- } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
- downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP;
- }
-
- if (p_settings.half_size) {
- downsample_pipeline++;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
- if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
-
- Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Downsample SSAO
- }
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
/* SECOND PASS */
// Sample SSAO
{
@@ -1469,7 +1504,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(ssao.mirror_sampler);
+ u.ids.push_back(default_sampler);
u.ids.push_back(p_depth_mipmaps_texture);
uniforms.push_back(u);
}
@@ -1484,7 +1519,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 2;
- u.ids.push_back(ssao.gather_constants_buffer);
+ u.ids.push_back(ss_effects.gather_constants_buffer);
uniforms.push_back(u);
}
r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
@@ -1574,6 +1609,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
for (int pass = 0; pass < blur_passes; pass++) {
int blur_pipeline = SSAO_BLUR_PASS;
if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
if (pass < blur_passes - 2) {
blur_pipeline = SSAO_BLUR_PASS_WIDE;
} else {
@@ -1591,7 +1627,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
} else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
@@ -1599,7 +1635,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
} else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
}
@@ -1649,12 +1685,305 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->draw_command_end_label(); // Interleave
}
RD::get_singleton()->draw_command_end_label(); //SSAO
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
+void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssil.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) {
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
+ //Store projection info before starting the compute list
+ SSILProjectionUniforms projection_uniforms;
+ store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
+
+ RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
+
+ memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssil.gather_push_constant.z_near = p_projection.get_z_near();
+ ssil.gather_push_constant.z_far = p_projection.get_z_far();
+ ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ ssil.gather_push_constant.radius = p_settings.radius;
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ ssil.gather_push_constant.radius *= 0.8f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
+ ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
+ ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
+
+ ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
+ ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(default_mipmap_sampler);
+ u.ids.push_back(p_diffuse);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(ssil.projection_uniform_buffer);
+ uniforms.push_back(u);
+ }
+ r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
+ }
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(default_sampler);
+ u.ids.push_back(p_depth_mipmaps_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ss_effects.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
+ }
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_ssil_pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(default_sampler);
+ u.ids.push_back(p_importance_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
+ }
+
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
+ gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
+ //generate importance map
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ // process Importance Map A
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ // process Importance Map B
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
+ }
+
+ gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); //Gather
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSIL_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ blur_pipeline = SSIL_BLUR_PASS_SMART;
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSIL_BLUR_PASS_WIDE;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
+
+ int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
+ int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ int interleave_pipeline = SSIL_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
+ interleave_pipeline = SSIL_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
+ interleave_pipeline = SSIL_INTERLEAVE_SMART;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0);
+
+ if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // SSIL
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
@@ -2173,63 +2502,36 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
if (!prefer_raster_effects) {
- // Initialize ssao
-
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.max_lod = 4;
-
- ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
-
- uint32_t pipeline = 0;
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define GENERATE_MIPS\n");
- ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE");
- ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n");
- ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE");
-
- ssao.downsample_shader.initialize(ssao_modes);
-
- ssao.downsample_shader_version = ssao.downsample_shader.version_create();
-
- for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i));
- pipeline++;
- }
- }
{
- Vector<String> ssao_modes;
-
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_BASE\n");
- ssao_modes.push_back("\n#define ADAPTIVE\n");
-
- ssao.gather_shader.initialize(ssao_modes);
-
- ssao.gather_shader_version = ssao.gather_shader.version_create();
-
- for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER));
- pipeline++;
+ // Initialize depth buffer for screen space effects
+ Vector<String> downsampler_modes;
+ downsampler_modes.push_back("\n");
+ downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
+ downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
+ downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
+
+ ss_effects.downsample_shader.initialize(downsampler_modes);
+
+ ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
+
+ for (int i = 0; i < SS_EFFECTS_MAX; i++) {
+ ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
}
- ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants));
- SSAOGatherConstants gather_constants;
+ ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
+ SSEffectsGatherConstants gather_constants;
const int sub_pass_count = 5;
for (int pass = 0; pass < 4; pass++) {
for (int subPass = 0; subPass < sub_pass_count; subPass++) {
int a = pass;
+ int b = subPass;
+
int spmap[5]{ 0, 1, 4, 3, 2 };
- int b = spmap[subPass];
+ b = spmap[subPass];
float ca, sa;
float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
@@ -2246,72 +2548,105 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
}
- RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
+ RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
}
+
{
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define GENERATE_MAP\n");
- ssao_modes.push_back("\n#define PROCESS_MAPA\n");
- ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+ // Initialize ssao
- ssao.importance_map_shader.initialize(ssao_modes);
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.max_lod = 4;
- ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+ ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
- for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+ uint32_t pipeline = 0;
+ {
+ Vector<String> ssao_modes;
- pipeline++;
- }
- ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_BASE\n");
+ ssao_modes.push_back("\n#define ADAPTIVE\n");
- Vector<RD::Uniform> uniforms;
+ ssao.gather_shader.initialize(ssao_modes);
+
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
+
+ for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
+ pipeline++;
+ }
+ }
{
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(ssao.importance_map_load_counter);
- uniforms.push_back(u);
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define GENERATE_MAP\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssao.importance_map_shader.initialize(ssao_modes);
+
+ ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+
+ for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+
+ pipeline++;
+ }
+ ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
}
- ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
- RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_WIDE\n");
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_WIDE\n");
- ssao.blur_shader.initialize(ssao_modes);
+ ssao.blur_shader.initialize(ssao_modes);
- ssao.blur_shader_version = ssao.blur_shader.version_create();
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
- pipeline++;
+ pipeline++;
+ }
}
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_HALF\n");
-
- ssao.interleave_shader.initialize(ssao_modes);
-
- ssao.interleave_shader_version = ssao.interleave_shader.version_create();
- for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
- RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
- pipeline++;
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_HALF\n");
+
+ ssao.interleave_shader.initialize(ssao_modes);
+
+ ssao.interleave_shader_version = ssao.interleave_shader.version_create();
+ for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
+ RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
+ pipeline++;
+ }
}
- }
- ERR_FAIL_COND(pipeline != SSAO_MAX);
+ ERR_FAIL_COND(pipeline != SSAO_MAX);
+ }
}
if (!prefer_raster_effects) {
@@ -2504,6 +2839,79 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
{
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n");
+ ssil_modes.push_back("\n#define SSIL_BASE\n");
+ ssil_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssil.gather_shader.initialize(ssil_modes);
+
+ ssil.gather_shader_version = ssil.gather_shader.version_create();
+
+ for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
+ }
+ ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define GENERATE_MAP\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssil_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssil.importance_map_shader.initialize(ssil_modes);
+
+ ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
+
+ for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
+ }
+ ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(ssil.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
+ }
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssil.blur_shader.initialize(ssil_modes);
+
+ ssil.blur_shader_version = ssil.blur_shader.version_create();
+ for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
+ }
+ }
+
+ {
+ Vector<String> ssil_modes;
+ ssil_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssil_modes.push_back("\n#define MODE_SMART\n");
+ ssil_modes.push_back("\n#define MODE_HALF\n");
+
+ ssil.interleave_shader.initialize(ssil_modes);
+
+ ssil.interleave_shader_version = ssil.interleave_shader.version_create();
+ for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
+ ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
+ }
+ }
+
+ {
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");
@@ -2600,20 +3008,26 @@ EffectsRD::~EffectsRD() {
copy.shader.version_free(copy.shader_version);
resolve.shader.version_free(resolve.shader_version);
specular_merge.shader.version_free(specular_merge.shader_version);
+ ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
ssao.blur_shader.version_free(ssao.blur_shader_version);
ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.downsample_shader.version_free(ssao.downsample_shader_version);
ssao.interleave_shader.version_free(ssao.interleave_shader_version);
ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
+ ssil.blur_shader.version_free(ssil.blur_shader_version);
+ ssil.gather_shader.version_free(ssil.gather_shader_version);
+ ssil.interleave_shader.version_free(ssil.interleave_shader_version);
+ ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
ssr.shader.version_free(ssr.shader_version);
ssr_filter.shader.version_free(ssr_filter.shader_version);
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
- RD::get_singleton()->free(ssao.mirror_sampler);
- RD::get_singleton()->free(ssao.gather_constants_buffer);
+ RD::get_singleton()->free(ss_effects.mirror_sampler);
+ RD::get_singleton()->free(ss_effects.gather_constants_buffer);
RD::get_singleton()->free(ssao.importance_map_load_counter);
+ RD::get_singleton()->free(ssil.importance_map_load_counter);
+ RD::get_singleton()->free(ssil.projection_uniform_buffer);
}
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
cube_to_dp.shader.version_free(cube_to_dp.shader_version);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 6037127e82..747f2c8941 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,11 +55,15 @@
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@@ -399,13 +403,47 @@ private:
PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
+ struct SSEffectsDownsamplePushConstant {
+ float pixel_size[2];
+ float z_far;
+ float z_near;
+ uint32_t orthogonal;
+ float radius_sq;
+ uint32_t pad[2];
+ };
+
+ enum SSEffectsMode {
+ SS_EFFECTS_DOWNSAMPLE,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP,
+ SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
+ SS_EFFECTS_DOWNSAMPLE_HALF,
+ SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
+ SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
+ SS_EFFECTS_MAX
+ };
+
+ struct SSEffectsGatherConstants {
+ float rotation_matrices[80]; //5 vec4s * 4
+ };
+
+ struct SSEffects {
+ SSEffectsDownsamplePushConstant downsample_push_constant;
+ SsEffectsDownsampleShaderRD downsample_shader;
+ RID downsample_shader_version;
+ RID downsample_uniform_set;
+ bool used_half_size_last_frame = false;
+ bool used_mips_last_frame = false;
+ bool used_full_mips_last_frame = false;
+
+ RID gather_constants_buffer;
+
+ RID mirror_sampler;
+
+ RID pipelines[SS_EFFECTS_MAX];
+ } ss_effects;
+
enum SSAOMode {
- SSAO_DOWNSAMPLE,
- SSAO_DOWNSAMPLE_HALF_RES,
- SSAO_DOWNSAMPLE_MIPMAP,
- SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
- SSAO_DOWNSAMPLE_HALF,
- SSAO_DOWNSAMPLE_HALF_RES_HALF,
SSAO_GATHER,
SSAO_GATHER_BASE,
SSAO_GATHER_ADAPTIVE,
@@ -421,15 +459,6 @@ private:
SSAO_MAX
};
- struct SSAODownsamplePushConstant {
- float pixel_size[2];
- float z_far;
- float z_near;
- uint32_t orthogonal;
- float radius_sq;
- uint32_t pad[2];
- };
-
struct SSAOGatherPushConstant {
int32_t screen_size[2];
int pass;
@@ -455,7 +484,7 @@ private:
float horizon_angle_threshold;
float inv_radius_near_limit;
- bool is_orthogonal;
+ uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
@@ -464,10 +493,6 @@ private:
float pass_uv_offset[2];
};
- struct SSAOGatherConstants {
- float rotation_matrices[80]; //5 vec4s * 4
- };
-
struct SSAOImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
@@ -487,15 +512,9 @@ private:
};
struct SSAO {
- SSAODownsamplePushConstant downsample_push_constant;
- SsaoDownsampleShaderRD downsample_shader;
- RID downsample_shader_version;
-
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
- RID gather_constants_buffer;
- bool gather_initialized = false;
SSAOImportanceMapPushConstant importance_map_push_constant;
SsaoImportanceMapShaderRD importance_map_shader;
@@ -511,10 +530,104 @@ private:
SsaoInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
- RID mirror_sampler;
RID pipelines[SSAO_MAX];
} ssao;
+ enum SSILMode {
+ SSIL_GATHER,
+ SSIL_GATHER_BASE,
+ SSIL_GATHER_ADAPTIVE,
+ SSIL_GENERATE_IMPORTANCE_MAP,
+ SSIL_PROCESS_IMPORTANCE_MAPA,
+ SSIL_PROCESS_IMPORTANCE_MAPB,
+ SSIL_BLUR_PASS,
+ SSIL_BLUR_PASS_SMART,
+ SSIL_BLUR_PASS_WIDE,
+ SSIL_INTERLEAVE,
+ SSIL_INTERLEAVE_SMART,
+ SSIL_INTERLEAVE_HALF,
+ SSIL_MAX
+ };
+
+ struct SSILGatherPushConstant {
+ int32_t screen_size[2];
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ float half_screen_pixel_size_x025[2];
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad2[2];
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ uint32_t is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSILImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float pad;
+ };
+
+ struct SSILBlurPushConstant {
+ float edge_sharpness;
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSILInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
+ };
+
+ struct SSILProjectionUniforms {
+ float inv_last_frame_projection_matrix[16];
+ };
+
+ struct SSIL {
+ SSILGatherPushConstant gather_push_constant;
+ SsilShaderRD gather_shader;
+ RID gather_shader_version;
+ RID projection_uniform_buffer;
+
+ SSILImportanceMapPushConstant importance_map_push_constant;
+ SsilImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
+
+ SSILBlurPushConstant blur_push_constant;
+ SsilBlurShaderRD blur_shader;
+ RID blur_shader_version;
+
+ SSILInterleavePushConstant interleave_push_constant;
+ SsilInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID pipelines[SSIL_MAX];
+ } ssil;
+
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -615,6 +728,7 @@ private:
uint8_t metallic_mask[4];
float projection[16];
+ float prev_projection[16];
};
struct ScreenSpaceReflection {
@@ -879,11 +993,34 @@ public:
Size2i quarter_screen_size = Size2i();
};
+ struct SSILSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float sharpness = 0.98;
+ float normal_rejection = 1.0;
+
+ RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
+ bool half_size = true;
+ float adaptive_target = 0.5;
+ int blur_passes = 4;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ Size2i half_screen_size = Size2i();
+ Size2i quarter_screen_size = Size2i();
+ };
+
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
+ void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
+
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
+ void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
+
+ void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
+ void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &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 03ce2690bf..cd7b2622ab 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -730,7 +730,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
- scene_state.ubo.ssao_enabled = false;
+ scene_state.ubo.ss_effects_flags = 0;
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
@@ -775,9 +775,14 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_reflection_cubemap = false;
}
- scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
+ uint32_t ss_flags = 0;
+ if (p_opaque_render_buffers) {
+ ss_flags |= environment_is_ssao_enabled(p_render_data->environment) ? 1 : 0;
+ ss_flags |= environment_is_ssil_enabled(p_render_data->environment) ? 2 : 0;
+ }
+ scene_state.ubo.ss_effects_flags = ss_flags;
scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
@@ -809,7 +814,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
- scene_state.ubo.ssao_enabled = false;
+ scene_state.ubo.ss_effects_flags = 0;
}
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
@@ -1057,7 +1062,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// LOD
- if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
@@ -1077,7 +1082,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t indices;
- surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
@@ -1225,6 +1230,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool using_sdfgi = false;
bool using_voxelgi = false;
bool reverse_cull = false;
+ bool using_ssil = p_render_data->environment.is_valid() && environment_is_ssil_enabled(p_render_data->environment);
if (render_buffer) {
screen_size.x = render_buffer->width;
@@ -1254,7 +1260,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
opaque_specular_framebuffer = render_buffer->color_specular_fb;
}
- } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
+ } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@@ -1398,7 +1404,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
- bool depth_pre_pass = depth_framebuffer.is_valid();
+ bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment);
bool continue_depth = false;
@@ -1423,7 +1429,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1449,7 +1455,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
continue_depth = !finish_depth;
}
- _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
+ _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
@@ -1481,7 +1487,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
@@ -1588,20 +1594,30 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
RD::get_singleton()->draw_command_end_label();
+ RENDER_TIMESTAMP("Resolve");
+
RD::get_singleton()->draw_command_begin_label("Resolve");
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ 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();
+ RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
+ if (using_ssil) {
+ RENDER_TIMESTAMP("Copy Final Framebuffer");
+ _copy_framebuffer_to_ssil(p_render_data->render_buffers);
+ }
+ RD::get_singleton()->draw_command_end_label();
+
if (p_render_data->render_buffers.is_valid()) {
_debug_draw_cluster(p_render_data->render_buffers);
@@ -1620,7 +1636,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1643,9 +1659,9 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -1670,7 +1686,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
@@ -1699,7 +1715,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -2372,6 +2388,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.ids.push_back(vfog);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.binding = 19;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID();
+ RID texture = ssil.is_valid() ? ssil : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
}
if (p_index >= (int)render_pass_uniform_sets.size()) {
@@ -2649,6 +2674,24 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
sdcache->sort.uses_softshadow = ginstance->using_softshadows;
}
+void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) {
+ SceneShaderForwardClustered::MaterialData *material = p_material;
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
RID m_src;
@@ -2674,18 +2717,19 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
ERR_FAIL_COND(!material);
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
- while (material->next_pass.is_valid()) {
- RID next_pass = material->next_pass;
- material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ if (ginstance->data->material_overlay.is_valid()) {
+ m_src = ginstance->data->material_overlay;
+
+ material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (material && material->shader_data->valid) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
}
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
}
}
@@ -2894,6 +2938,13 @@ void RenderForwardClustered::geometry_instance_set_material_override(GeometryIns
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
+void RenderForwardClustered::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_overlay = p_overlay;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
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 d6ab4d1db2..f858887bd0 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -162,13 +162,13 @@ class RenderForwardClustered : public RendererSceneRenderRD {
Vector2 uv_offset;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -180,7 +180,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
+ screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
use_directional_soft_shadow = p_use_directional_soft_shadows;
@@ -251,7 +251,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float z_far;
float z_near;
- uint32_t ssao_enabled;
+ uint32_t ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t roughness_limiter_enabled;
@@ -342,7 +342,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID rp_uniform_set;
Plane camera_plane;
float lod_distance_multiplier;
- float screen_lod_threshold;
+ float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
@@ -496,6 +496,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID skeleton;
Vector<RID> surface_materials;
RID material_override;
+ RID material_overlay;
AABB aabb;
bool use_dynamic_gi = false;
@@ -523,6 +524,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
@@ -594,7 +596,7 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
@@ -612,6 +614,7 @@ public:
virtual GeometryInstance *geometry_instance_create(RID p_base) override;
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override;
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 71753f9694..942e78e1ff 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -531,6 +531,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["COLOR"] = "color_interp";
actions.renames["POINT_SIZE"] = "gl_PointSize";
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
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 f2a55939f4..98448ce846 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
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 445623fb86..8b2a60c487 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -669,7 +669,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
- _pre_opaque_render(p_render_data, false, false, RID(), RID());
+ _pre_opaque_render(p_render_data, false, false, false, RID(), RID());
uint32_t spec_constant_base_flags = 0;
@@ -730,7 +730,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -794,7 +794,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (using_subpass_transparent) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -831,7 +831,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -877,7 +877,7 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -903,9 +903,9 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -930,7 +930,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
@@ -959,7 +959,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -1407,7 +1407,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
// LOD
- if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
@@ -1427,7 +1427,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t indices;
- surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
@@ -2033,6 +2033,15 @@ void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstan
ginstance->data->dirty_dependencies = true;
}
+void RenderForwardMobile::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_overlay = p_overlay;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
@@ -2359,6 +2368,24 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
sdcache->sort.priority = p_material->priority;
}
+void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh) {
+ SceneShaderForwardMobile::MaterialData *material = p_material;
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
RID m_src;
@@ -2384,18 +2411,19 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
ERR_FAIL_COND(!material);
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
- while (material->next_pass.is_valid()) {
- RID next_pass = material->next_pass;
- material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- if (ginstance->data->dirty_dependencies) {
- storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ if (ginstance->data->material_overlay.is_valid()) {
+ m_src = ginstance->data->material_overlay;
+
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (material && material->shader_data->valid) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
}
- _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
}
}
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 485d08b589..8274dc3b0c 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -176,13 +176,13 @@ protected:
Plane lod_plane;
uint32_t spec_constant_base_flags = 0;
float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
uint32_t subpass = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -195,7 +195,7 @@ protected:
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
+ screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
spec_constant_base_flags = p_spec_constant_base_flags;
@@ -210,7 +210,7 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
@@ -346,7 +346,7 @@ protected:
RID rp_uniform_set;
Plane camera_plane;
float lod_distance_multiplier;
- float screen_lod_threshold;
+ float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
@@ -586,6 +586,7 @@ protected:
RID skeleton;
Vector<RID> surface_materials;
RID material_override;
+ RID material_overlay;
AABB aabb;
bool use_baked_light = false;
@@ -620,6 +621,7 @@ public:
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
@@ -628,6 +630,7 @@ public:
virtual GeometryInstance *geometry_instance_create(RID p_base) override;
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override;
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
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 8807ebf134..b0cc26340d 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -519,6 +519,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["COLOR"] = "color_interp";
actions.renames["POINT_SIZE"] = "gl_PointSize";
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
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 392fac1e3e..770f9bde3b 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
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index 0d60052666..e812a48d3d 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index e52f47fa47..8d82480b38 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 2ff7f27d33..da75c70cbb 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -281,7 +281,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[4] = vd;
- buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
+ buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_WEIGHTS);
}
//check that everything is as it should be
@@ -2391,6 +2391,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_COLOR"] = "light_color";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 26ccbd3bf5..c9544a5239 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index d310becd1e..2f8ef696cd 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index f69e40e0ff..9a992d5819 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
index 550e59ba98..7ea117ef33 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
index ec9cb4a798..9e36a61870 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -123,6 +123,14 @@ public:
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
+ /// SSIL
+ ///
+ bool ssil_enabled = false;
+ float ssil_radius = 5.0;
+ float ssil_intensity = 1.0;
+ float ssil_sharpness = 0.98;
+ float ssil_normal_rejection = 1.0;
+
/// SDFGI
bool sdfgi_enabled = false;
RS::EnvironmentSDFGICascades sdfgi_cascades;
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index d1085245c0..73cb088f6a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2059,7 +2059,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
for (int i = 0; i < levels.size(); i++) {
VoxelGIInstance::Mipmap mipmap;
- mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
+ mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D);
mipmap.level = levels.size() - i - 1;
mipmap.cell_offset = 0;
for (uint32_t j = 0; j < mipmap.level; j++) {
@@ -2176,8 +2176,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
if (dynamic_maps.size() == 0) {
- //render depth for first one
- dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ // Render depth for first one.
+ // Use 16-bit depth when supported to improve performance.
+ dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
index 9f6fc8a9b7..a407199d0a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -602,19 +602,15 @@ public:
};
struct VoxelGIData {
- float xform[16];
- float bounds[3];
- float dynamic_range;
+ float xform[16]; // 64 - 64
- float bias;
- float normal_bias;
- uint32_t blend_ambient;
- uint32_t texture_slot;
+ float bounds[3]; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint32_t pad0;
- uint32_t pad1;
- uint32_t pad2;
- uint32_t mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ uint32_t blend_ambient; // 4 - 92
+ uint32_t mipmaps; // 4 - 96
};
struct PushConstant {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 7c35b01b50..77843ceee5 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -427,6 +427,26 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual
ssao_fadeout_to = p_fadeout_to;
}
+void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ssil_enabled = p_enable;
+ env->ssil_radius = p_radius;
+ env->ssil_intensity = p_intensity;
+ env->ssil_sharpness = p_sharpness;
+ env->ssil_normal_rejection = p_normal_rejection;
+}
+
+void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
+ ssil_quality = p_quality;
+ ssil_half_size = p_half_size;
+ ssil_adaptive_target = p_adaptive_target;
+ ssil_blur_passes = p_blur_passes;
+ ssil_fadeout_from = p_fadeout_from;
+ ssil_fadeout_to = p_fadeout_to;
+}
+
bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, false);
@@ -445,6 +465,12 @@ float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const
return env->ssao_direct_light_affect;
}
+bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, false);
+ return env->ssil_enabled;
+}
+
bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, false);
@@ -464,34 +490,63 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, Ref<Image>());
- if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
+ RS::EnvironmentBG environment_background = env->background;
+
+ if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
return Ref<Image>(); //nothing to bake
}
- if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
- Color color;
- if (env->background == RS::ENV_BG_CLEAR_COLOR) {
- color = storage->get_default_clear_color();
- } else {
- color = env->bg_color;
- }
- color.r *= env->bg_energy;
- color.g *= env->bg_energy;
- color.b *= env->bg_energy;
-
- Ref<Image> ret;
- ret.instantiate();
- ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- ret->set_pixel(i, j, color);
+ RS::EnvironmentAmbientSource ambient_source = env->ambient_source;
+
+ bool use_ambient_light = false;
+ bool use_cube_map = false;
+ if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
+ use_ambient_light = true;
+ } else {
+ use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
+ use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+ use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid());
+
+ Color ambient_color;
+ float ambient_color_sky_mix;
+ if (use_ambient_light) {
+ ambient_color_sky_mix = env->ambient_sky_contribution;
+ const float ambient_energy = env->ambient_light_energy;
+ ambient_color = env->ambient_light;
+ ambient_color.to_linear();
+ ambient_color.r *= ambient_energy;
+ ambient_color.g *= ambient_energy;
+ ambient_color.b *= ambient_energy;
+ }
+
+ if (use_cube_map) {
+ Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
+ if (use_ambient_light) {
+ for (int x = 0; x < p_size.width; x++) {
+ for (int y = 0; y < p_size.height; y++) {
+ panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
+ }
}
}
- return ret;
- }
+ return panorama;
+ } else {
+ const float bg_energy = env->bg_energy;
+ Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
+ panorama_color.to_linear();
+ panorama_color.r *= bg_energy;
+ panorama_color.g *= bg_energy;
+ panorama_color.b *= bg_energy;
+
+ if (use_ambient_light) {
+ panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
+ }
- if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
- return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
+ Ref<Image> panorama;
+ panorama.instantiate();
+ panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
+ panorama->fill(panorama_color);
+ return panorama;
}
return Ref<Image>();
@@ -1798,24 +1853,51 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
- if (rb->ssao.depth.is_valid()) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ssao.ao_pong);
- RD::get_singleton()->free(rb->ssao.ao_final);
+ if (rb->ss_effects.linear_depth.is_valid()) {
+ RD::get_singleton()->free(rb->ss_effects.linear_depth);
+ rb->ss_effects.linear_depth = RID();
+ rb->ss_effects.linear_depth_slices.clear();
+ }
+
+ if (rb->ss_effects.ssao.ao_final.is_valid()) {
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
- RD::get_singleton()->free(rb->ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ssao.importance_map[1]);
+ RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
- rb->ssao.depth = RID();
- rb->ssao.ao_deinterleaved = RID();
- rb->ssao.ao_pong = RID();
- rb->ssao.ao_final = RID();
- rb->ssao.importance_map[0] = RID();
- rb->ssao.importance_map[1] = RID();
- rb->ssao.depth_slices.clear();
- rb->ssao.ao_deinterleaved_slices.clear();
- rb->ssao.ao_pong_slices.clear();
+ rb->ss_effects.ssao.ao_deinterleaved = RID();
+ rb->ss_effects.ssao.ao_pong = RID();
+ rb->ss_effects.ssao.ao_final = RID();
+ rb->ss_effects.ssao.importance_map[0] = RID();
+ rb->ss_effects.ssao.importance_map[1] = RID();
+
+ rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
+ rb->ss_effects.ssao.ao_pong_slices.clear();
+ }
+
+ if (rb->ss_effects.ssil.ssil_final.is_valid()) {
+ RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
+ RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
+ RD::get_singleton()->free(rb->ss_effects.ssil.pong);
+ RD::get_singleton()->free(rb->ss_effects.ssil.edges);
+ RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
+ RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
+
+ rb->ss_effects.ssil.ssil_final = RID();
+ rb->ss_effects.ssil.deinterleaved = RID();
+ rb->ss_effects.ssil.pong = RID();
+ rb->ss_effects.ssil.edges = RID();
+ rb->ss_effects.ssil.deinterleaved_slices.clear();
+ rb->ss_effects.ssil.pong_slices.clear();
+ rb->ss_effects.ssil.edges_slices.clear();
+ rb->ss_effects.ssil.importance_map[0] = RID();
+ rb->ss_effects.ssil.importance_map[1] = RID();
+
+ RD::get_singleton()->free(rb->ss_effects.last_frame);
+ rb->ss_effects.last_frame = RID();
+ rb->ss_effects.last_frame_slices.clear();
}
if (rb->ssr.blur_radius[0].is_valid()) {
@@ -1919,24 +2001,21 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
RENDER_TIMESTAMP("Process SSAO");
- if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
- RD::get_singleton()->free(rb->ssao.ao_pong);
- RD::get_singleton()->free(rb->ssao.ao_final);
+ if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
+ RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
- RD::get_singleton()->free(rb->ssao.importance_map[0]);
- RD::get_singleton()->free(rb->ssao.importance_map[1]);
+ RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
- rb->ssao.depth = RID();
- rb->ssao.ao_deinterleaved = RID();
- rb->ssao.ao_pong = RID();
- rb->ssao.ao_final = RID();
- rb->ssao.importance_map[0] = RID();
- rb->ssao.importance_map[1] = RID();
- rb->ssao.depth_slices.clear();
- rb->ssao.ao_deinterleaved_slices.clear();
- rb->ssao.ao_pong_slices.clear();
+ rb->ss_effects.ssao.ao_deinterleaved = RID();
+ rb->ss_effects.ssao.ao_pong = RID();
+ rb->ss_effects.ssao.ao_final = RID();
+ rb->ss_effects.ssao.importance_map[0] = RID();
+ rb->ss_effects.ssao.importance_map[1] = RID();
+ rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
+ rb->ss_effects.ssao.ao_pong_slices.clear();
}
int buffer_width;
@@ -1955,27 +2034,10 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
half_height = (rb->internal_height + 3) / 4;
}
bool uniform_sets_are_invalid = false;
- if (rb->ssao.depth.is_null()) {
- //allocate depth slices
-
+ if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
{
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = buffer_width;
- tf.height = buffer_height;
- tf.mipmaps = 4;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
- for (uint32_t i = 0; i < tf.mipmaps; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
- rb->ssao.depth_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
- }
+ rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
}
-
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8_UNORM;
@@ -1984,12 +2046,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
+ rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
- rb->ssao.ao_deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
+ rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
@@ -2001,12 +2063,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
+ rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
- rb->ssao.ao_pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
+ rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
}
}
@@ -2016,10 +2078,10 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.width = half_width;
tf.height = half_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
- rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
+ rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
+ rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
}
{
RD::TextureFormat tf;
@@ -2027,8 +2089,8 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.width = rb->internal_width;
tf.height = rb->internal_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
+ rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
@@ -2052,7 +2114,187 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.half_screen_size = Size2i(buffer_width, buffer_height);
settings.quarter_screen_size = Size2i(half_width, half_height);
- storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
+ storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
+}
+
+void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
+ ERR_FAIL_COND(!env);
+
+ RENDER_TIMESTAMP("Process SSIL");
+
+ if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
+ RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
+ RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
+ RD::get_singleton()->free(rb->ss_effects.ssil.pong);
+ RD::get_singleton()->free(rb->ss_effects.ssil.edges);
+ RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
+ RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
+
+ rb->ss_effects.ssil.ssil_final = RID();
+ rb->ss_effects.ssil.deinterleaved = RID();
+ rb->ss_effects.ssil.pong = RID();
+ rb->ss_effects.ssil.edges = RID();
+ rb->ss_effects.ssil.deinterleaved_slices.clear();
+ rb->ss_effects.ssil.pong_slices.clear();
+ rb->ss_effects.ssil.edges_slices.clear();
+ rb->ss_effects.ssil.importance_map[0] = RID();
+ rb->ss_effects.ssil.importance_map[1] = RID();
+ }
+
+ int buffer_width;
+ int buffer_height;
+ int half_width;
+ int half_height;
+ if (ssil_half_size) {
+ buffer_width = (rb->width + 3) / 4;
+ buffer_height = (rb->height + 3) / 4;
+ half_width = (rb->width + 7) / 8;
+ half_height = (rb->height + 7) / 8;
+ } else {
+ buffer_width = (rb->width + 1) / 2;
+ buffer_height = (rb->height + 1) / 2;
+ half_width = (rb->width + 3) / 4;
+ half_height = (rb->height + 3) / 4;
+ }
+ bool uniform_sets_are_invalid = false;
+ if (rb->ss_effects.ssil.ssil_final.is_null()) {
+ {
+ rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
+ RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ if (rb->ss_effects.last_frame.is_null()) {
+ tf.mipmaps = 6;
+ rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
+ RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
+ for (uint32_t i = 0; i < 6; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
+ rb->ss_effects.last_frame_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
+ }
+ }
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
+ rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
+ rb->ss_effects.ssil.pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
+ rb->ss_effects.ssil.edges_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = half_width;
+ tf.height = half_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
+ rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
+ }
+ uniform_sets_are_invalid = true;
+ ssil_using_half_size = ssil_half_size;
+ }
+
+ EffectsRD::SSILSettings settings;
+ settings.radius = env->ssil_radius;
+ settings.intensity = env->ssil_intensity;
+ settings.sharpness = env->ssil_sharpness;
+ settings.normal_rejection = env->ssil_normal_rejection;
+
+ settings.quality = ssil_quality;
+ settings.half_size = ssil_half_size;
+ settings.adaptive_target = ssil_adaptive_target;
+ settings.blur_passes = ssil_blur_passes;
+ settings.fadeout_from = ssil_fadeout_from;
+ settings.fadeout_to = ssil_fadeout_to;
+ settings.full_screen_size = Size2i(rb->width, rb->height);
+ settings.half_screen_size = Size2i(buffer_width, buffer_height);
+ settings.quarter_screen_size = Size2i(half_width, half_height);
+
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_projection;
+ Transform3D transform = p_transform;
+ transform.set_origin(Vector3(0.0, 0.0, 0.0));
+ CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
+
+ storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
+ rb->ss_effects.last_frame_projection = projection;
+ rb->ss_effects.last_frame_transform = transform;
+}
+
+void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ if (rb->ss_effects.last_frame.is_valid()) {
+ storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
+
+ int width = rb->width;
+ int height = rb->height;
+ for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
+ width = MAX(1, width >> 1);
+ height = MAX(1, height >> 1);
+ storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
+ }
+ }
}
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
@@ -2427,10 +2669,14 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
}
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ao_buf = rb->ssao.ao_final;
- effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
@@ -2494,7 +2740,13 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->ssao.ao_final;
+ return rb->ss_effects.ssao.ao_final;
+}
+RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->ss_effects.ssil.ssil_final;
}
RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
@@ -4528,7 +4780,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo
}
}
-void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
+void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
@@ -4560,7 +4812,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (render_state.directional_shadows.size()) {
@@ -4590,11 +4842,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
}
_render_shadow_process();
@@ -4615,9 +4867,40 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
if (p_render_data->render_buffers.is_valid()) {
+ if (p_use_ssao || p_use_ssil) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool invalidate_uniform_set = false;
+ if (rb->ss_effects.linear_depth.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = (rb->width + 1) / 2;
+ tf.height = (rb->height + 1) / 2;
+ tf.mipmaps = 5;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
+ for (uint32_t i = 0; i < tf.mipmaps; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
+ rb->ss_effects.linear_depth_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
+ }
+ invalidate_uniform_set = true;
+ }
+
+ storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
+ }
+
if (p_use_ssao) {
_process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
}
+
+ if (p_use_ssil) {
+ _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
+ }
}
//full barrier here, we need raster, transfer and compute and it depends from the previous work
@@ -4663,7 +4946,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
@@ -4709,9 +4992,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_state.render_shadows = p_render_shadows;
@@ -4837,7 +5120,7 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
}
}
-void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
+void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
ERR_FAIL_COND(!light_instance);
@@ -4987,7 +5270,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
if (render_cubemap) {
//rendering to cubemap
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
if (finalize_cubemap) {
_render_shadow_process();
_render_shadow_end();
@@ -5005,7 +5288,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else {
//render shadow
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
}
}
@@ -5499,6 +5782,9 @@ void fog() {
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
+
+ environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
+
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 98ab1a2c3c..b8a088d041 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -75,7 +75,7 @@ struct RenderDataRD {
float lod_distance_multiplier = 0.0;
Plane lod_camera_plane = Plane();
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RID cluster_buffer = RID();
uint32_t cluster_size = 0;
@@ -109,7 +109,7 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
@@ -129,12 +129,15 @@ protected:
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
+ void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
+ void _copy_framebuffer_to_ssil(RID p_render_buffers);
+ void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil);
bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@@ -415,6 +418,14 @@ private:
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
+ RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
+ bool ssil_half_size = false;
+ bool ssil_using_half_size = false;
+ float ssil_adaptive_target = 0.5;
+ int ssil_blur_passes = 4;
+ float ssil_fadeout_from = 50.0;
+ float ssil_fadeout_to = 300.0;
+
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
@@ -524,20 +535,47 @@ private:
RID current_fb;
} luminance;
- struct SSAO {
- RID depth;
- Vector<RID> depth_slices;
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
+ struct SSEffects {
+ RID linear_depth;
+ Vector<RID> linear_depth_slices;
RID downsample_uniform_set;
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- } ssao;
+
+ RID last_frame;
+ Vector<RID> last_frame_slices;
+
+ CameraMatrix last_frame_projection;
+ Transform3D last_frame_transform;
+
+ struct SSAO {
+ RID ao_deinterleaved;
+ Vector<RID> ao_deinterleaved_slices;
+ RID ao_pong;
+ Vector<RID> ao_pong_slices;
+ RID ao_final;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ } ssao;
+
+ struct SSIL {
+ RID ssil_final;
+ RID deinterleaved;
+ Vector<RID> deinterleaved_slices;
+ RID pong;
+ Vector<RID> pong_slices;
+ RID edges;
+ Vector<RID> edges_slices;
+ RID importance_map[2];
+ RID depth_texture_view;
+
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ RID projection_uniform_set;
+ } ssil;
+ } ss_effects;
struct SSR {
RID normal_scaled;
@@ -935,7 +973,7 @@ private:
uint32_t max_cluster_elements = 512;
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
public:
virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
@@ -1046,9 +1084,12 @@ public:
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
+ virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
+ virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
+ bool environment_is_ssil_enabled(RID p_env) const;
bool environment_is_ssr_enabled(RID p_env) const;
bool environment_is_sdfgi_enabled(RID p_env) const;
@@ -1344,6 +1385,7 @@ public:
RID render_buffers_get_depth_texture(RID p_render_buffers);
RID render_buffers_get_ao_texture(RID p_render_buffers);
+ RID render_buffers_get_ssil_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_back_depth_texture(RID p_render_buffers);
RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
@@ -1372,7 +1414,7 @@ public:
virtual void update_uniform_sets(){};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index f595edb225..8fb3c607fa 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -360,7 +360,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
@@ -388,7 +388,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
@@ -397,7 +397,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
layers.push_back(layer);
}
- radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
+ radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
RD::TextureFormat tf;
tf.format = p_texture_format;
@@ -418,7 +418,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
- mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+ mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
if (prefer_raster_effects) {
// we need a framebuffer for each side of our cubemap
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 8689395bea..1359cdec67 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 321d86ffda..932cdcaea8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -971,12 +971,7 @@ void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) {
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
+ image->fill(Color(1, 0, 1, 1));
texture_2d_initialize(p_texture, image);
}
@@ -987,12 +982,7 @@ void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture,
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
+ image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
@@ -1013,12 +1003,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) {
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- image->set_pixel(i, j, Color(1, 0, 1, 1));
- }
- }
+ image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
//cube
@@ -1639,14 +1624,14 @@ void RendererStorageRD::material_initialize(RID p_rid) {
}
void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
+ material->uniform_dirty = material->uniform_dirty || p_uniform;
+ material->texture_dirty = material->texture_dirty || p_texture;
+
if (material->update_element.in_list()) {
return;
}
material_update_list.add(&material->update_element);
-
- material->uniform_dirty = material->uniform_dirty || p_uniform;
- material->texture_dirty = material->texture_dirty || p_texture;
}
void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
@@ -2655,13 +2640,13 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName
uint32_t size = 0U;
// The following code enforces a 16-byte alignment of uniform arrays.
if (E.value.array_size > 0) {
- size = ShaderLanguage::get_type_size(E.value.type) * E.value.array_size;
+ size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
int m = (16 * E.value.array_size);
if ((size % m) != 0U) {
size += m - (size % m);
}
} else {
- size = ShaderLanguage::get_type_size(E.value.type);
+ size = ShaderLanguage::get_datatype_size(E.value.type);
}
ERR_CONTINUE(offset + size > p_buffer_size);
#endif
@@ -2818,12 +2803,15 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
} break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
- } break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
} break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
+ } break;
default: {
rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
} break;
@@ -3875,7 +3863,7 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
} break;
case RS::ARRAY_WEIGHTS: {
//assumed weights too
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
} break;
}
} else {
@@ -6877,11 +6865,11 @@ void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resol
reflection_probe->resolution = p_resolution;
}
-void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) {
+void RendererStorageRD::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
- reflection_probe->lod_threshold = p_ratio;
+ reflection_probe->mesh_lod_threshold = p_ratio;
reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
@@ -6939,11 +6927,11 @@ float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) c
return reflection_probe->max_distance;
}
-float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const {
+float RendererStorageRD::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
- return reflection_probe->lod_threshold;
+ return reflection_probe->mesh_lod_threshold;
}
int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const {
@@ -9234,7 +9222,7 @@ void RendererStorageRD::_update_global_variables() {
for (uint32_t i = 0; i < total_regions; i++) {
if (global_variables.buffer_dirty_regions[i]) {
- RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, global_variables.buffer_values);
+ RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]);
global_variables.buffer_dirty_regions[i] = false;
}
@@ -9529,10 +9517,15 @@ uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
String RendererStorageRD::get_video_adapter_name() const {
return RenderingDevice::get_singleton()->get_device_name();
}
+
String RendererStorageRD::get_video_adapter_vendor() const {
return RenderingDevice::get_singleton()->get_device_vendor_name();
}
+RenderingDevice::DeviceType RendererStorageRD::get_video_adapter_type() const {
+ return RenderingDevice::get_singleton()->get_device_type();
+}
+
RendererStorageRD *RendererStorageRD::base_singleton = nullptr;
RendererStorageRD::RendererStorageRD() {
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 9a64480c3e..cca61008c7 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1053,7 +1053,7 @@ private:
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
- float lod_threshold = 0.01;
+ float mesh_lod_threshold = 0.01;
Dependency dependency;
};
@@ -1099,7 +1099,7 @@ private:
AABB bounds;
Vector3i octree_size;
- float dynamic_range = 4.0;
+ float dynamic_range = 2.0;
float energy = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
@@ -1557,7 +1557,7 @@ public:
return s->index_count ? s->index_count : s->vertex_count;
}
- _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
int32_t current_lod = -1;
@@ -1566,7 +1566,7 @@ public:
}
for (uint32_t i = 0; i < s->lod_count; i++) {
float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
- if (screen_size > p_lod_threshold) {
+ if (screen_size > p_mesh_lod_threshold) {
break;
}
current_lod = i;
@@ -1955,7 +1955,7 @@ public:
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
- void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio);
+ void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio);
AABB reflection_probe_get_aabb(RID p_probe) const;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
@@ -1963,7 +1963,7 @@ public:
Vector3 reflection_probe_get_extents(RID p_probe) const;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
float reflection_probe_get_origin_max_distance(RID p_probe) const;
- float reflection_probe_get_lod_threshold(RID p_probe) const;
+ float reflection_probe_get_mesh_lod_threshold(RID p_probe) const;
int reflection_probe_get_resolution(RID p_probe) const;
bool reflection_probe_renders_shadows(RID p_probe) const;
@@ -2393,6 +2393,7 @@ public:
String get_video_adapter_name() const;
String get_video_adapter_vendor() const;
+ RenderingDevice::DeviceType get_video_adapter_type() const;
virtual void capture_timestamps_begin();
virtual void capture_timestamp(const String &p_name);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 794c999d1d..38ac00176f 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -54,81 +54,6 @@ static String _typestr(SL::DataType p_type) {
return type;
}
-static int _get_datatype_size(SL::DataType p_type) {
- switch (p_type) {
- case SL::TYPE_VOID:
- return 0;
- case SL::TYPE_BOOL:
- return 4;
- case SL::TYPE_BVEC2:
- return 8;
- case SL::TYPE_BVEC3:
- return 12;
- case SL::TYPE_BVEC4:
- return 16;
- case SL::TYPE_INT:
- return 4;
- case SL::TYPE_IVEC2:
- return 8;
- case SL::TYPE_IVEC3:
- return 12;
- case SL::TYPE_IVEC4:
- return 16;
- case SL::TYPE_UINT:
- return 4;
- case SL::TYPE_UVEC2:
- return 8;
- case SL::TYPE_UVEC3:
- return 12;
- case SL::TYPE_UVEC4:
- return 16;
- case SL::TYPE_FLOAT:
- return 4;
- case SL::TYPE_VEC2:
- return 8;
- case SL::TYPE_VEC3:
- return 12;
- case SL::TYPE_VEC4:
- return 16;
- case SL::TYPE_MAT2:
- return 32; // 4 * 4 + 4 * 4
- case SL::TYPE_MAT3:
- return 48; // 4 * 4 + 4 * 4 + 4 * 4
- case SL::TYPE_MAT4:
- return 64;
- case SL::TYPE_SAMPLER2D:
- return 16;
- case SL::TYPE_ISAMPLER2D:
- return 16;
- case SL::TYPE_USAMPLER2D:
- return 16;
- case SL::TYPE_SAMPLER2DARRAY:
- return 16;
- case SL::TYPE_ISAMPLER2DARRAY:
- return 16;
- case SL::TYPE_USAMPLER2DARRAY:
- return 16;
- case SL::TYPE_SAMPLER3D:
- return 16;
- case SL::TYPE_ISAMPLER3D:
- return 16;
- case SL::TYPE_USAMPLER3D:
- return 16;
- case SL::TYPE_SAMPLERCUBE:
- return 16;
- case SL::TYPE_SAMPLERCUBEARRAY:
- return 16;
- case SL::TYPE_STRUCT:
- return 0;
-
- case SL::TYPE_MAX: {
- ERR_FAIL_V(0);
- };
- }
-
- ERR_FAIL_V(0);
-}
-
static int _get_datatype_alignment(SL::DataType p_type) {
switch (p_type) {
case SL::TYPE_VOID:
@@ -658,12 +583,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uniform_defines.write[uniform.order] = ucode;
if (is_buffer_global) {
//globals are indices into the global table
- uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
+ uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(ShaderLanguage::TYPE_UINT);
uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
} else {
// The following code enforces a 16-byte alignment of uniform arrays.
if (uniform.array_size > 0) {
- int size = _get_datatype_size(uniform.type) * uniform.array_size;
+ int size = ShaderLanguage::get_datatype_size(uniform.type) * uniform.array_size;
int m = (16 * uniform.array_size);
if ((size % m) != 0) {
size += m - (size % m);
@@ -671,7 +596,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uniform_sizes.write[uniform.order] = size;
uniform_alignments.write[uniform.order] = 16;
} else {
- uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type);
+ uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(uniform.type);
uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
}
}
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 2ab689c27c..5670d881f6 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 438e78ba8c..73766d14d8 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 984b168659..06f78ab193 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index 4110a95ddb..d4d0ed0f56 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -84,6 +84,8 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif
@@ -132,6 +134,13 @@ void main() {
local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
+ }
memoryBarrierShared();
barrier();
@@ -177,6 +186,11 @@ void main() {
color += temp_cache[index - 2] * 0.140367;
color += temp_cache[index - 3] * 0.106595;
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ }
+
color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
@@ -186,7 +200,7 @@ void main() {
#endif
color *= params.glow_exposure;
- float luminance = max(color.r, max(color.g, color.b));
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
@@ -256,7 +270,9 @@ void main() {
const float PI = 3.14159265359;
vec2 uv = vec2(pos) / vec2(params.section.zw);
- uv.y = 1.0 - uv.y;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
float phi = uv.x * 2.0 * PI;
float theta = uv.y * PI;
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
index 4e2ba84033..54a7790f77 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 5528ea3659..9854f124d7 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -68,19 +68,15 @@ sdfgi;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint pad0;
- uint pad1;
- uint pad2;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 25d87ca45d..a6d65bffeb 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -7,7 +7,6 @@
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index e4628b2d5a..608b76b108 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -251,7 +251,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -290,12 +292,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -1153,7 +1156,7 @@ void main() {
}
#endif // !USE_LIGHTMAP
- if (scene_data.ssao_enabled) {
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
@@ -1223,6 +1226,12 @@ void main() {
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index be29cf4f58..0f7cd18534 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -72,6 +72,9 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
+
layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
@@ -201,7 +204,7 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float z_far;
float z_near;
- bool ssao_enabled;
+ uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
@@ -305,19 +308,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
@@ -327,6 +326,8 @@ voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index e92fbecfd0..9e3732fd2b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -261,7 +261,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -302,12 +304,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 78e0a85341..fde5688301 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -223,7 +223,6 @@ void main() {
blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
}
}
-
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
index ee0db6a6f0..bdabc146d8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
@@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#ifdef GENERATE_FULL_MIPS
+layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
+#endif
#endif
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
@@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+#ifndef GENERATE_FULL_MIPS
+ }
+#else
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
}
+ still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+#endif
}
#else
#ifndef USE_HALF_BUFFERS
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 6e945edfcd..18cab75c3b 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -23,8 +23,6 @@
#VERSION_DEFINES
-#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
-
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
@@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
-#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index d9cd2b4e85..b154f5e527 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -128,19 +128,19 @@ void main() {
#ifdef MODE_NON_SMART
- vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
+ vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec4 vals;
- vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
- vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
- vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
- vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x;
- vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y);
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 687fe1e6e2..23eba34d63 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -26,7 +26,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
-layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
@@ -56,11 +56,10 @@ void main() {
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
- float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
- vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+ vec4 vals = textureGather(source_texture, vec3(base_uv, i));
// apply the same modifications that would have been applied in the main shader
vals = params.intensity * vals;
@@ -69,8 +68,6 @@ void main() {
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
- avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
-
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
}
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl
new file mode 100644
index 0000000000..d1f8f42790
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil.glsl
@@ -0,0 +1,444 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SSIL_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSIL_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2)
+#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSIL_MAX_TAPS 32
+#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT)
+#define SSIL_DEPTH_MIP_LEVELS 4
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
+
+#ifdef ADAPTIVE
+layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image;
+
+layout(set = 3, binding = 0) uniform sampler2D last_frame;
+layout(set = 3, binding = 1) uniform ProjectionConstants {
+ mat4 reprojection;
+}
+projection_constants;
+
+layout(push_constant, binding = 3, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
+
+ vec2 half_screen_pixel_size;
+ vec2 half_screen_pixel_size_x025;
+
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
+
+ vec2 pad2;
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
+}
+params;
+
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
+ } else {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
+ }
+}
+
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
+
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
+}
+
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
+
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
+
+ return max(0, NdotD - 0.05) * falloff_mult;
+}
+
+void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
+ vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size)));
+
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z);
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
+
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT);
+ }
+
+ // Translate sampling_uv to last screen's coordinates
+ const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0);
+ vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5;
+
+ weight *= p_weight_mod;
+
+ r_obscurance_sum += obscurance * weight;
+
+ vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb;
+ // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114)));
+ r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount);
+ r_weight_sum += weight;
+}
+
+void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
+
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+}
+
+void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
+
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
+
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
+
+ float pixel_lookup_radius;
+ float fallof_sq;
+
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
+ }
+
+ // the main obscurance & sample weight storage
+ vec3 color_sum = vec3(0.0);
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
+
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
+
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
+
+ const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
+
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ //Need to store obscurance from base pass
+ // load existing base values
+ vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass));
+ weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ color_sum += (base_values.rgb) * weight_sum;
+ obscurance_sum += (base_values.a) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
+#endif
+
+ // Early out for adaptive base
+ if (p_adaptive_base) {
+ vec3 color = color_sum / weight_sum;
+
+ r_color = color;
+ r_edges = vec4(0.0);
+ r_obscurance = obscurance_sum / weight_sum;
+ r_weight = weight_sum;
+ return;
+ }
+
+ // Calculate weighted average
+ vec3 color = color_sum / weight_sum;
+ color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114));
+
+ // Calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
+
+ // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
+
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
+ }
+
+ color = params.intensity * color;
+
+ color *= fade_out;
+
+ // outputs!
+ r_color = color;
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0);
+ r_weight = weight_sum;
+}
+
+void main() {
+ vec3 out_color;
+ float out_obscurance;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSIL_BASE
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true);
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0)));
+#else
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges)));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
new file mode 100644
index 0000000000..11861e261f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
@@ -0,0 +1,124 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssil;
+
+layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssil_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) {
+ vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0));
+ vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2));
+ vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0));
+ vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2));
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r);
+ edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y;
+ edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w;
+ edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x;
+ edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z;
+
+ float sum_weight = 0.8;
+ vec4 sum = ssil_value * sum_weight;
+
+ add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+#ifdef MODE_SMART
+vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) {
+ vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0));
+ vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1));
+ vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0));
+ vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1));
+
+ float packed_edges = imageLoad(source_edges, p_pos).r;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ float sum_weight = 0.5;
+ vec4 sum = vC * sum_weight;
+
+ add_sample(vL, edgesLRTB.x, sum, sum_weight);
+ add_sample(vR, edgesLRTB.y, sum, sum_weight);
+ add_sample(vT, edgesLRTB.z, sum, sum_weight);
+ add_sample(vB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ vec4 ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_NON_SMART
+
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
+
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
+
+ vec4 centre = textureLod(source_ssil, uv, 0.0);
+
+ vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
+
+ vec4 sampled = value + centre * 0.2;
+
+#else
+#ifdef MODE_SMART
+ vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
+#endif // MODE_NON_SMART
+ imageStore(dest_image, ssC, sampled);
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
new file mode 100644
index 0000000000..815aa55fd4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
@@ -0,0 +1,124 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
+ vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
+ vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
+ vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
+
+ // Calculate luminance (black and white value)
+ float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
+ float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
+ float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
+ float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
+
+ maxV = max(maxV, max(max(a, b), max(c, d)));
+ minV = min(minV, min(min(a, b), min(c, d)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
new file mode 100644
index 0000000000..8a7a5ae4fd
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
@@ -0,0 +1,102 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ color += color_horizontal * blendWeights.y;
+ color += color_vertical * blendWeights.z;
+ color += color_diagonal * blendWeights.w;
+ color /= blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + d) * 0.5;
+
+#else
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
+ vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 999e8d0844..7c8d4f7f99 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -76,19 +76,15 @@ layout(set = 0, binding = 10) uniform sampler shadow_sampler;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 779f04ed35..73a97d9df1 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 281c496df3..3f3437f527 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -90,66 +90,10 @@ void main() {
#endif
#ifdef MODE_DEBUG_LIGHT
-
-#ifdef USE_ANISOTROPY
-
-#define POS_X 0
-#define POS_Y 1
-#define POS_Z 2
-#define NEG_X 3
-#define NEG_Y 4
-#define NEG_Z 5
-
- const uint triangle_aniso[12] = uint[](
- NEG_X,
- NEG_Z,
- NEG_Y,
- NEG_Z,
- NEG_X,
- NEG_Y,
- POS_Z,
- POS_X,
- POS_X,
- POS_Y,
- POS_Y,
- POS_Z);
-
- color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
- vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- uint side = triangle_aniso[gl_VertexIndex / 3];
-
- float strength = 0.0;
- switch (side) {
- case POS_X:
- strength = aniso_pos.x;
- break;
- case POS_Y:
- strength = aniso_pos.y;
- break;
- case POS_Z:
- strength = aniso_pos.z;
- break;
- case NEG_X:
- strength = aniso_neg.x;
- break;
- case NEG_Y:
- strength = aniso_neg.y;
- break;
- case NEG_Z:
- strength = aniso_neg.z;
- break;
- }
-
- color_interp.xyz *= strength;
-
-#else
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
-
#endif
-#endif
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index e20b3f680d..3bb4421646 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -6,10 +6,9 @@
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#define MAX_DISTANCE 100000
+#define MAX_DISTANCE 100000.0
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -44,7 +43,7 @@ params;
void main() {
vec3 pos = vec3(gl_GlobalInvocationID);
- float closest_dist = 100000.0;
+ float closest_dist = MAX_DISTANCE;
for (uint i = params.offset; i < params.end; i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
diff --git a/servers/rendering/renderer_scene.cpp b/servers/rendering/renderer_scene.cpp
index dd544d4f3f..b3fdd88626 100644
--- a/servers/rendering/renderer_scene.cpp
+++ b/servers/rendering/renderer_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 02c845581c..20ca49cd71 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -95,6 +95,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
+ virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
@@ -143,9 +144,11 @@ public:
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
-
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+ virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
+ virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
@@ -208,7 +211,7 @@ public:
int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
};
- virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
+ virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
virtual void update() = 0;
virtual void render_probes() = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 5b834db178..8ded180633 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -636,6 +636,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
+ scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, instance->material_overlay);
scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
@@ -1222,6 +1223,19 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance,
}
}
+void RendererSceneCull::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->material_overlay = p_material;
+ _instance_queue_update(instance, false, true);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, p_material);
+ }
+}
+
void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
@@ -2193,7 +2207,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
-bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
+bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform3D light_transform = p_instance->transform;
@@ -2416,7 +2430,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return animated_material_found;
}
-void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
+void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
#ifndef _3D_DISABLED
Camera *camera = camera_owner.get_or_null(p_camera);
@@ -2498,7 +2512,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
// For now just cull on the first camera
RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
- _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
+ _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
#endif
}
@@ -2862,7 +2876,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
}
}
-void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
Scenario *scenario = scenario_owner.get_or_null(p_scenario);
@@ -3142,7 +3156,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
//must redraw!
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
} else {
light->shadow_dirty = redraw;
@@ -3204,7 +3218,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
+ scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -3215,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
render_sdfgi_data[i].instances.clear();
}
- // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
+ // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
}
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
@@ -3293,7 +3307,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
- float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
+ float mesh_lod_threshold = RSG::storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
Vector3 edge = view_normals[p_step] * extents;
float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
@@ -3327,7 +3341,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(xform, cm, false, false);
- _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
+ _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
} else {
//do roughness postprocess step until it believes it's done
@@ -3656,6 +3670,10 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
}
+ if (p_instance->material_overlay.is_valid()) {
+ RSG::storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker);
+ }
+
if (p_instance->base_type == RS::INSTANCE_MESH) {
//remove materials no longer used and un-own them
@@ -3785,6 +3803,12 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
}
+ if (p_instance->material_overlay.is_valid()) {
+ can_cast_shadows = can_cast_shadows || RSG::storage->material_casts_shadows(p_instance->material_overlay);
+ is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay);
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay);
+ }
+
if (can_cast_shadows != geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
@@ -3897,6 +3921,7 @@ bool RendererSceneCull::free(RID p_rid) {
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
instance_geometry_set_material_override(p_rid, RID());
+ instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
if (instance->instance_allocated_shader_parameters) {
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index e51a1fc02e..071d88233f 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -390,6 +390,7 @@ public:
RID skeleton;
RID material_override;
+ RID material_overlay;
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
@@ -961,6 +962,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+ virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
@@ -982,7 +984,7 @@ public:
void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
@@ -1054,10 +1056,10 @@ public:
_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
+ void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
void update_dirty_instances();
void render_particle_colliders();
@@ -1108,6 +1110,9 @@ public:
PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
+ PASS6(environment_set_ssil, RID, bool, float, float, float, float)
+ PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
+
PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
PASS1(environment_glow_set_use_bicubic_upscale, bool)
PASS1(environment_glow_set_use_high_quality, bool)
diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp
index 1b8aea36d7..bda0950097 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.cpp
+++ b/servers/rendering/renderer_scene_occlusion_cull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h
index 4e4b1b94db..48412dab68 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.h
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 38d1218dee..c802f72fdf 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 0d71ea22da..f99d34d292 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,6 +51,7 @@ public:
virtual GeometryInstance *geometry_instance_create(RID p_base) = 0;
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0;
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0;
+ virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) = 0;
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0;
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0;
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
@@ -134,9 +135,11 @@ public:
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
-
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+ virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
+ virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
@@ -246,7 +249,7 @@ public:
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect);
};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
diff --git a/servers/rendering/renderer_storage.cpp b/servers/rendering/renderer_storage.cpp
index aa005fac0a..56409ae187 100644
--- a/servers/rendering/renderer_storage.cpp
+++ b/servers/rendering/renderer_storage.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 8926bf24aa..43a7778d67 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -366,7 +366,7 @@ public:
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
- virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) = 0;
+ virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) = 0;
virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
@@ -375,7 +375,7 @@ public:
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
- virtual float reflection_probe_get_lod_threshold(RID p_probe) const = 0;
+ virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const = 0;
virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
@@ -620,6 +620,7 @@ public:
virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0;
static RendererStorage *base_singleton;
diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp
index 98050dd508..ddf1d1bd00 100644
--- a/servers/rendering/renderer_thread_pool.cpp
+++ b/servers/rendering/renderer_thread_pool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h
index ae25415a0d..4626490d32 100644
--- a/servers/rendering/renderer_thread_pool.h
+++ b/servers/rendering/renderer_thread_pool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index eddf5bf53d..17a665922f 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -167,8 +167,8 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
}
}
- float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
- RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
+ float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
+ RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
@@ -582,6 +582,21 @@ void RendererViewport::draw_viewports() {
bool visible = vp->viewport_to_screen_rect != Rect2();
+ if (vp->use_xr && xr_interface.is_valid()) {
+ visible = true; // XR viewport is always visible regardless of update mode, output is sent to HMD.
+
+ // Override our size, make sure it matches our required size and is created as a stereo target
+ Size2 xr_size = xr_interface->get_render_target_size();
+
+ // Would have been nice if we could call viewport_set_size here,
+ // but alas that takes our RID and we now have our pointer,
+ // also we only check if view_count changes in render_target_set_size so we need to call that for this to reliably change
+ vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size);
+ vp->size = xr_size;
+ uint32_t view_count = xr_interface->get_view_count();
+ RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
+ }
+
if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
visible = true;
}
@@ -619,11 +634,6 @@ void RendererViewport::draw_viewports() {
RSG::storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
- // override our size, make sure it matches our required size and is created as a stereo target
- vp->size = xr_interface->get_render_target_size();
- uint32_t view_count = xr_interface->get_view_count();
- RSG::storage->render_target_set_size(vp->render_target, vp->internal_size.x, vp->internal_size.y, view_count);
-
// check for an external texture destination (disabled for now, not yet supported)
// RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
@@ -843,7 +853,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
// if render_direct_to_screen was used, reset size and position
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
- RSG::storage->render_target_set_size(viewport->render_target, viewport->internal_size.x, viewport->internal_size.y, viewport->get_view_count());
+ RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
}
viewport->viewport_to_screen_rect = Rect2();
@@ -1084,11 +1094,11 @@ void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::Viewport
RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
}
-void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
+void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->lod_threshold = p_pixels;
+ viewport->mesh_lod_threshold = p_pixels;
}
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index 5bb4dbbc6f..7bc8f9961b 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -95,7 +95,7 @@ public:
bool sdf_active;
- float lod_threshold = 1.0;
+ float mesh_lod_threshold = 1.0;
uint64_t last_pass = 0;
@@ -256,7 +256,7 @@ public:
void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
- void viewport_set_lod_threshold(RID p_viewport, float p_pixels);
+ void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 38f57b4624..88a8dfe694 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -98,10 +98,10 @@ RID RenderingDevice::_texture_create_shared(const Ref<RDTextureView> &p_view, RI
return texture_create_shared(p_view->base, p_with_texture);
}
-RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type) {
+RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type) {
ERR_FAIL_COND_V(p_view.is_null(), RID());
- return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type);
+ return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_mipmaps, p_slice_type);
}
RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) {
@@ -364,7 +364,7 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons
void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared);
- ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D));
+ ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "mipmaps", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(1), DEFVAL(TEXTURE_SLICE_2D));
ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data);
@@ -490,6 +490,13 @@ void RenderingDevice::_bind_methods() {
BIND_CONSTANT(BARRIER_MASK_ALL);
BIND_CONSTANT(BARRIER_MASK_NO_BARRIER);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_OTHER);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_INTEGRATED_GPU);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_DISCRETE_GPU);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_VIRTUAL_GPU);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_CPU);
+ BIND_ENUM_CONSTANT(DEVICE_TYPE_MAX);
+
BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_DEVICE);
BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE);
BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_INSTANCE);
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 563a80c12c..313c0e11b2 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -60,6 +60,17 @@ public:
DEVICE_DIRECTX
};
+ // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`).
+ // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API.
+ enum DeviceType {
+ DEVICE_TYPE_OTHER,
+ DEVICE_TYPE_INTEGRATED_GPU,
+ DEVICE_TYPE_DISCRETE_GPU,
+ DEVICE_TYPE_VIRTUAL_GPU,
+ DEVICE_TYPE_CPU,
+ DEVICE_TYPE_MAX,
+ };
+
enum DriverResource {
DRIVER_RESOURCE_VULKAN_DEVICE = 0,
DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE,
@@ -505,7 +516,7 @@ public:
TEXTURE_SLICE_2D_ARRAY,
};
- virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
+ virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush
@@ -1199,6 +1210,7 @@ public:
virtual String get_device_vendor_name() const = 0;
virtual String get_device_name() const = 0;
+ virtual RenderingDevice::DeviceType get_device_type() const = 0;
virtual String get_device_pipeline_cache_uuid() const = 0;
virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0) = 0;
@@ -1210,7 +1222,7 @@ protected:
//binders to script API
RID _texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data = Array());
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
- RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
+ RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count);
FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count);
@@ -1237,6 +1249,7 @@ protected:
Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits);
};
+VARIANT_ENUM_CAST(RenderingDevice::DeviceType)
VARIANT_ENUM_CAST(RenderingDevice::DriverResource)
VARIANT_ENUM_CAST(RenderingDevice::ShaderStage)
VARIANT_ENUM_CAST(RenderingDevice::ShaderLanguage)
diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp
index 3d09d83601..19cde610ba 100644
--- a/servers/rendering/rendering_device_binds.cpp
+++ b/servers/rendering/rendering_device_binds.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 651c9b0090..b07857364b 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 2ce9a20b6b..d7e9d210db 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -255,6 +255,10 @@ String RenderingServerDefault::get_video_adapter_vendor() const {
return RSG::storage->get_video_adapter_vendor();
}
+RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const {
+ return RSG::storage->get_video_adapter_type();
+}
+
void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
RSG::storage->capturing_timestamps = p_enable;
}
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index b50631bb21..ead49f053c 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -374,7 +374,7 @@ public:
FUNC2(reflection_probe_set_enable_shadows, RID, bool)
FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
FUNC2(reflection_probe_set_resolution, RID, int)
- FUNC2(reflection_probe_set_lod_threshold, RID, float)
+ FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
/* DECAL API */
@@ -575,7 +575,7 @@ public:
FUNC2(viewport_set_use_occlusion_culling, RID, bool)
FUNC1(viewport_set_occlusion_rays_per_thread, int)
FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
- FUNC2(viewport_set_lod_threshold, RID, float)
+ FUNC2(viewport_set_mesh_lod_threshold, RID, float)
FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
@@ -626,6 +626,9 @@ public:
FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
+ FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
+ FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)
+
FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
FUNC1(environment_glow_set_use_high_quality, bool)
@@ -709,6 +712,7 @@ public:
FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
+ FUNC2(instance_geometry_set_material_overlay, RID, RID)
FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
@@ -891,6 +895,7 @@ public:
virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
virtual String get_video_adapter_name() const override;
virtual String get_video_adapter_vendor() const override;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
virtual void set_frame_profiling_enabled(bool p_enable) override;
virtual Vector<FrameProfileArea> get_frame_profile() override;
diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp
index 2dda506bac..b8b06b5eea 100644
--- a/servers/rendering/rendering_server_globals.cpp
+++ b/servers/rendering/rendering_server_globals.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h
index 63755e6125..4351830a5f 100644
--- a/servers/rendering/rendering_server_globals.h
+++ b/servers/rendering/rendering_server_globals.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 0127fcf813..adbcdedacc 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -690,7 +690,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
}
if (!str.is_valid_int()) {
if (uint_suffix_found) {
- return _make_token(TK_ERROR, "Invalid (usigned integer) numeric constant");
+ return _make_token(TK_ERROR, "Invalid (unsigned integer) numeric constant");
} else {
return _make_token(TK_ERROR, "Invalid (integer) numeric constant");
}
@@ -977,8 +977,6 @@ void ShaderLanguage::clear() {
completion_base = TYPE_VOID;
completion_base_array = false;
- unknown_varying_usages.clear();
-
#ifdef DEBUG_ENABLED
used_constants.clear();
used_varyings.clear();
@@ -3868,55 +3866,77 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
return pi;
}
-uint32_t ShaderLanguage::get_type_size(DataType p_type) {
+uint32_t ShaderLanguage::get_datatype_size(ShaderLanguage::DataType p_type) {
switch (p_type) {
case TYPE_VOID:
return 0;
case TYPE_BOOL:
- case TYPE_INT:
- case TYPE_UINT:
- case TYPE_FLOAT:
return 4;
case TYPE_BVEC2:
- case TYPE_IVEC2:
- case TYPE_UVEC2:
- case TYPE_VEC2:
return 8;
case TYPE_BVEC3:
- case TYPE_IVEC3:
- case TYPE_UVEC3:
- case TYPE_VEC3:
return 12;
case TYPE_BVEC4:
+ return 16;
+ case TYPE_INT:
+ return 4;
+ case TYPE_IVEC2:
+ return 8;
+ case TYPE_IVEC3:
+ return 12;
case TYPE_IVEC4:
+ return 16;
+ case TYPE_UINT:
+ return 4;
+ case TYPE_UVEC2:
+ return 8;
+ case TYPE_UVEC3:
+ return 12;
case TYPE_UVEC4:
+ return 16;
+ case TYPE_FLOAT:
+ return 4;
+ case TYPE_VEC2:
+ return 8;
+ case TYPE_VEC3:
+ return 12;
case TYPE_VEC4:
return 16;
case TYPE_MAT2:
- return 8;
+ return 32; // 4 * 4 + 4 * 4
case TYPE_MAT3:
- return 12;
+ return 48; // 4 * 4 + 4 * 4 + 4 * 4
case TYPE_MAT4:
- return 16;
+ return 64;
case TYPE_SAMPLER2D:
+ return 16;
case TYPE_ISAMPLER2D:
+ return 16;
case TYPE_USAMPLER2D:
+ return 16;
case TYPE_SAMPLER2DARRAY:
+ return 16;
case TYPE_ISAMPLER2DARRAY:
+ return 16;
case TYPE_USAMPLER2DARRAY:
+ return 16;
case TYPE_SAMPLER3D:
+ return 16;
case TYPE_ISAMPLER3D:
+ return 16;
case TYPE_USAMPLER3D:
+ return 16;
case TYPE_SAMPLERCUBE:
+ return 16;
case TYPE_SAMPLERCUBEARRAY:
- return 4; //not really, but useful for indices
+ return 16;
case TYPE_STRUCT:
- // FIXME: Implement.
- return 0;
- case ShaderLanguage::TYPE_MAX:
return 0;
+ case TYPE_MAX: {
+ ERR_FAIL_V(0);
+ };
}
- return 0;
+ ERR_FAIL_V(0);
}
void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
@@ -4122,43 +4142,6 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
return true;
}
-bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, String *r_message) {
- switch (p_varying.stage) {
- case ShaderNode::Varying::STAGE_UNKNOWN:
- VaryingUsage usage;
- usage.var = &p_varying;
- usage.line = tk_line;
- unknown_varying_usages.push_back(usage);
- break;
- case ShaderNode::Varying::STAGE_VERTEX:
- if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) {
- p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT;
- }
- break;
- case ShaderNode::Varying::STAGE_FRAGMENT:
- if (current_function == varying_function_names.light) {
- p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
- }
- break;
- default:
- break;
- }
- return true;
-}
-
-bool ShaderLanguage::_check_varying_usages(int *r_error_line, String *r_error_message) const {
- for (const List<ShaderLanguage::VaryingUsage>::Element *E = unknown_varying_usages.front(); E; E = E->next()) {
- ShaderNode::Varying::Stage stage = E->get().var->stage;
- if (stage != ShaderNode::Varying::STAGE_UNKNOWN && stage != ShaderNode::Varying::STAGE_VERTEX && stage != ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT) {
- *r_error_line = E->get().line;
- *r_error_message = RTR("Fragment-stage varying could not been accessed in custom function!");
- return false;
- }
- }
-
- return true;
-}
-
bool ShaderLanguage::_check_node_constness(const Node *p_node) const {
switch (p_node->type) {
case Node::TYPE_OPERATOR: {
@@ -4991,55 +4974,104 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
for (int i = 0; i < call_function->arguments.size(); i++) {
int argidx = i + 1;
if (argidx < func->arguments.size()) {
- if (call_function->arguments[i].is_const || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_OUT || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT) {
- bool error = false;
- Node *n = func->arguments[argidx];
- if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR) {
- if (!call_function->arguments[i].is_const) {
+ bool error = false;
+ Node *n = func->arguments[argidx];
+ ArgumentQualifier arg_qual = call_function->arguments[i].qualifier;
+ bool is_out_arg = arg_qual != ArgumentQualifier::ARGUMENT_QUALIFIER_IN;
+
+ if (n->type == Node::TYPE_VARIABLE || n->type == Node::TYPE_ARRAY) {
+ StringName varname;
+
+ if (n->type == Node::TYPE_VARIABLE) {
+ VariableNode *vn = static_cast<VariableNode *>(n);
+ varname = vn->name;
+ } else { // TYPE_ARRAY
+ ArrayNode *an = static_cast<ArrayNode *>(n);
+ varname = an->name;
+ }
+
+ if (shader->varyings.has(varname)) {
+ switch (shader->varyings[varname].stage) {
+ case ShaderNode::Varying::STAGE_UNKNOWN: {
+ _set_error(vformat("Varying '%s' must be assigned in the vertex or fragment function first!", varname));
+ return nullptr;
+ }
+ case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
+ [[fallthrough]];
+ case ShaderNode::Varying::STAGE_VERTEX:
+ if (is_out_arg && current_function != varying_function_names.vertex) { // inout/out
+ error = true;
+ }
+ break;
+ case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT:
+ [[fallthrough]];
+ case ShaderNode::Varying::STAGE_FRAGMENT:
+ if (!is_out_arg) {
+ if (current_function != varying_function_names.fragment && current_function != varying_function_names.light) {
+ error = true;
+ }
+ } else if (current_function != varying_function_names.fragment) { // inout/out
+ error = true;
+ }
+ break;
+ default:
+ break;
+ }
+
+ if (error) {
+ _set_error(vformat("Varying '%s' cannot be passed for the '%s' parameter in that context!", varname, _get_qualifier_str(arg_qual)));
+ return nullptr;
+ }
+ }
+ }
+
+ bool is_const_arg = call_function->arguments[i].is_const;
+
+ if (is_const_arg || is_out_arg) {
+ StringName varname;
+
+ if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR || n->type == Node::TYPE_ARRAY_CONSTRUCT) {
+ if (!is_const_arg) {
error = true;
}
} else if (n->type == Node::TYPE_ARRAY) {
ArrayNode *an = static_cast<ArrayNode *>(n);
- if (an->call_expression != nullptr || an->is_const) {
+ if (!is_const_arg && (an->call_expression != nullptr || an->is_const)) {
error = true;
}
+ varname = an->name;
} else if (n->type == Node::TYPE_VARIABLE) {
VariableNode *vn = static_cast<VariableNode *>(n);
- if (vn->is_const) {
+ if (vn->is_const && !is_const_arg) {
error = true;
- } else {
- StringName varname = vn->name;
- if (shader->constants.has(varname)) {
- error = true;
- } else if (shader->uniforms.has(varname)) {
- error = true;
- } else {
- if (shader->varyings.has(varname)) {
- _set_error(vformat("Varyings cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier)));
- return nullptr;
- }
- if (p_function_info.built_ins.has(varname)) {
- BuiltInInfo info = p_function_info.built_ins[varname];
- if (info.constant) {
- error = true;
- }
- }
- }
}
+ varname = vn->name;
} else if (n->type == Node::TYPE_MEMBER) {
MemberNode *mn = static_cast<MemberNode *>(n);
- if (mn->basetype_const) {
+ if (mn->basetype_const && is_out_arg) {
error = true;
}
}
+ if (!error && varname != StringName()) {
+ if (shader->constants.has(varname)) {
+ error = true;
+ } else if (shader->uniforms.has(varname)) {
+ error = true;
+ } else if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
+ if (info.constant) {
+ error = true;
+ }
+ }
+ }
+
if (error) {
- _set_error(vformat("Constant value cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier)));
+ _set_error(vformat("Constant value cannot be passed for '%s' parameter!", _get_qualifier_str(arg_qual)));
return nullptr;
}
}
if (is_sampler_type(call_function->arguments[i].type)) {
//let's see where our argument comes from
- Node *n = func->arguments[argidx];
ERR_CONTINUE(n->type != Node::TYPE_VARIABLE); //bug? this should always be a variable
VariableNode *vn = static_cast<VariableNode *>(n);
StringName varname = vn->name;
@@ -5143,9 +5175,21 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
} else {
- if (!_validate_varying_using(shader->varyings[identifier], &error)) {
- _set_error(error);
- return nullptr;
+ ShaderNode::Varying &var = shader->varyings[identifier];
+
+ switch (var.stage) {
+ case ShaderNode::Varying::STAGE_VERTEX:
+ if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) {
+ var.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT;
+ }
+ break;
+ case ShaderNode::Varying::STAGE_FRAGMENT:
+ if (current_function == varying_function_names.light) {
+ var.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
+ }
+ break;
+ default:
+ break;
}
}
}
@@ -5287,7 +5331,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Expected expression, found: " + get_token_text(tk));
return nullptr;
} else {
-#if DEBUG_ENABLED
+#ifdef DEBUG_ENABLED
if (check_warnings && HAS_WARNING(ShaderWarning::FORMATTING_ERROR_FLAG)) {
_add_line_warning(ShaderWarning::FORMATTING_ERROR, "Empty statement. Remove ';' to fix this warning.");
}
@@ -6098,7 +6142,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
ERR_FAIL_V(nullptr); //unexpected operator
}
-#if DEBUG_ENABLED
+#ifdef DEBUG_ENABLED
if (check_warnings && HAS_WARNING(ShaderWarning::FLOAT_COMPARISON_FLAG) && (op == OP_EQUAL || op == OP_NOT_EQUAL) &&
(!expression[i - 1].is_op && !expression[i + 1].is_op) &&
(expression[i - 1].node->get_datatype() == TYPE_FLOAT && expression[i + 1].node->get_datatype() == TYPE_FLOAT)) {
@@ -7510,7 +7554,7 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) {
return OK;
}
-Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) {
+Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const Set<String> &p_shader_types) {
Token tk = _get_token();
TkPos prev_pos;
@@ -7549,11 +7593,28 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int texture_binding = 0;
int uniforms = 0;
int instance_index = 0;
+#ifdef DEBUG_ENABLED
+ int uniform_buffer_size = 0;
+ int max_uniform_buffer_size = 0;
+ int uniform_buffer_exceeded_line = -1;
+
+ bool check_device_limit_warnings = false;
+ {
+ RenderingDevice *device = RenderingDevice::get_singleton();
+ if (device != nullptr) {
+ check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
+
+ max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
+ }
+ }
+#endif // DEBUG_ENABLED
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
stages = &p_functions;
const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();
+ Map<String, String> defined_modes;
+
while (tk.type != TK_EOF) {
switch (tk.type) {
case TK_RENDER_MODE: {
@@ -7566,13 +7627,40 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (p_render_modes.find(mode) == -1) {
- _set_error("Invalid render mode: '" + String(mode) + "'");
+ const String smode = String(mode);
+
+ if (shader->render_modes.find(mode) != -1) {
+ _set_error(vformat("Duplicated render mode: '%s'.", smode));
return ERR_PARSE_ERROR;
}
- if (shader->render_modes.find(mode) != -1) {
- _set_error("Duplicate render mode: '" + String(mode) + "'");
+ bool found = false;
+
+ for (int i = 0; i < p_render_modes.size(); i++) {
+ const ModeInfo &info = p_render_modes[i];
+ const String name = String(info.name);
+
+ if (smode.begins_with(name)) {
+ if (!info.options.is_empty()) {
+ if (info.options.find(smode.substr(name.length() + 1)) != -1) {
+ found = true;
+
+ if (defined_modes.has(name)) {
+ _set_error(vformat("Redefinition of render mode: '%s'. The %s mode has already been set to '%s'.", smode, name, defined_modes[name]));
+ return ERR_PARSE_ERROR;
+ }
+ defined_modes.insert(name, smode);
+ break;
+ }
+ } else {
+ found = true;
+ break;
+ }
+ }
+ }
+
+ if (!found) {
+ _set_error(vformat("Invalid render mode: '%s'.", smode));
return ERR_PARSE_ERROR;
}
@@ -7920,6 +8008,24 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
uniform2.texture_order = -1;
if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
uniform2.order = uniforms++;
+#ifdef DEBUG_ENABLED
+ if (check_device_limit_warnings) {
+ if (uniform2.array_size > 0) {
+ int size = get_datatype_size(uniform2.type) * uniform2.array_size;
+ int m = (16 * uniform2.array_size);
+ if ((size % m) != 0U) {
+ size += m - (size % m);
+ }
+ uniform_buffer_size += size;
+ } else {
+ uniform_buffer_size += get_datatype_size(uniform2.type);
+ }
+
+ if (uniform_buffer_exceeded_line == -1 && uniform_buffer_size > max_uniform_buffer_size) {
+ uniform_buffer_exceeded_line = tk_line;
+ }
+ }
+#endif // DEBUG_ENABLED
}
}
@@ -8929,14 +9035,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
- int error_line;
- String error_message;
- if (!_check_varying_usages(&error_line, &error_message)) {
- _set_tkpos({ 0, error_line });
- _set_error(error_message);
- return ERR_PARSE_ERROR;
+#ifdef DEBUG_ENABLED
+ if (check_device_limit_warnings && uniform_buffer_exceeded_line != -1) {
+ _add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, "uniform buffer", { uniform_buffer_size, max_uniform_buffer_size });
}
-
+#endif // DEBUG_ENABLED
return OK;
}
@@ -9159,8 +9262,31 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
} break;
case COMPLETION_RENDER_MODE: {
for (int i = 0; i < p_info.render_modes.size(); i++) {
- ScriptCodeCompletionOption option(p_info.render_modes[i], ScriptCodeCompletionOption::KIND_ENUM);
- r_options->push_back(option);
+ const ModeInfo &info = p_info.render_modes[i];
+
+ if (!info.options.is_empty()) {
+ bool found = false;
+
+ for (int j = 0; j < info.options.size(); j++) {
+ if (shader->render_modes.has(String(info.name) + "_" + String(info.options[j]))) {
+ found = true;
+ }
+ }
+
+ if (!found) {
+ for (int j = 0; j < info.options.size(); j++) {
+ ScriptCodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptCodeCompletionOption::KIND_ENUM);
+ r_options->push_back(option);
+ }
+ }
+ } else {
+ const String name = String(info.name);
+
+ if (!shader->render_modes.has(name)) {
+ ScriptCodeCompletionOption option(name, ScriptCodeCompletionOption::KIND_ENUM);
+ r_options->push_back(option);
+ }
+ }
}
return OK;
@@ -9621,7 +9747,7 @@ ShaderLanguage::ShaderLanguage() {
nodes = nullptr;
completion_class = TAG_GLOBAL;
-#if DEBUG_ENABLED
+#ifdef DEBUG_ENABLED
warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions);
warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 8502a250b6..b9c2d4b33c 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -787,7 +787,7 @@ public:
static bool is_sampler_type(DataType p_type);
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
- static uint32_t get_type_size(DataType p_type);
+ static uint32_t get_datatype_size(DataType p_type);
static void get_keyword_list(List<String> *r_keywords);
static bool is_control_flow_keyword(String p_keyword);
@@ -819,6 +819,57 @@ public:
DataType return_type = TYPE_VOID;
};
+ struct ModeInfo {
+ StringName name;
+ Vector<StringName> options;
+
+ ModeInfo() {}
+
+ ModeInfo(const StringName &p_name) :
+ name(p_name) {
+ }
+
+ ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2) :
+ name(p_name) {
+ options.push_back(p_arg1);
+ options.push_back(p_arg2);
+ }
+
+ ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3) :
+ name(p_name) {
+ options.push_back(p_arg1);
+ options.push_back(p_arg2);
+ options.push_back(p_arg3);
+ }
+
+ ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4) :
+ name(p_name) {
+ options.push_back(p_arg1);
+ options.push_back(p_arg2);
+ options.push_back(p_arg3);
+ options.push_back(p_arg4);
+ }
+
+ ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4, const StringName &p_arg5) :
+ name(p_name) {
+ options.push_back(p_arg1);
+ options.push_back(p_arg2);
+ options.push_back(p_arg3);
+ options.push_back(p_arg4);
+ options.push_back(p_arg5);
+ }
+
+ ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4, const StringName &p_arg5, const StringName &p_arg6) :
+ name(p_name) {
+ options.push_back(p_arg1);
+ options.push_back(p_arg2);
+ options.push_back(p_arg3);
+ options.push_back(p_arg4);
+ options.push_back(p_arg5);
+ options.push_back(p_arg6);
+ }
+ };
+
struct FunctionInfo {
Map<StringName, BuiltInInfo> built_ins;
Map<StringName, StageFunctionInfo> stage_functions;
@@ -868,11 +919,14 @@ private:
bool check_warnings = false;
uint32_t warning_flags;
- void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "") {
- warnings.push_back(ShaderWarning(p_code, tk_line, p_subject));
+ void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) {
+ warnings.push_back(ShaderWarning(p_code, tk_line, p_subject, p_extra_args));
}
- void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "") {
- warnings.push_back(ShaderWarning(p_code, p_line, p_subject));
+ void _add_global_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) {
+ warnings.push_back(ShaderWarning(p_code, -1, p_subject, p_extra_args));
+ }
+ void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) {
+ warnings.push_back(ShaderWarning(p_code, p_line, p_subject, p_extra_args));
}
void _check_warning_accums();
#endif // DEBUG_ENABLED
@@ -887,14 +941,6 @@ private:
VaryingFunctionNames varying_function_names;
- struct VaryingUsage {
- ShaderNode::Varying *var;
- int line;
- };
- List<VaryingUsage> unknown_varying_usages;
-
- bool _check_varying_usages(int *r_error_line, String *r_error_message) const;
-
TkPos _get_tkpos() {
TkPos tkp;
tkp.char_idx = char_idx;
@@ -996,7 +1042,6 @@ private:
bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat);
bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin);
bool _validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message);
- bool _validate_varying_using(ShaderNode::Varying &p_varying, String *r_message);
bool _check_node_constness(const Node *p_node) const;
Node *_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, int &r_array_size);
@@ -1013,7 +1058,7 @@ private:
String _get_shader_type_list(const Set<String> &p_shader_types) const;
String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
- Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
+ Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const Set<String> &p_shader_types);
Error _find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op);
Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op);
@@ -1037,7 +1082,7 @@ public:
struct ShaderCompileInfo {
Map<StringName, FunctionInfo> functions;
- Vector<StringName> render_modes;
+ Vector<ModeInfo> render_modes;
VaryingFunctionNames varying_function_names = VaryingFunctionNames();
Set<String> shader_types;
GlobalVariableGetTypeFunc global_variable_type_func = nullptr;
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 359196e096..9ae60c14cb 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,7 +35,7 @@ const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(
return shader_modes[p_mode].functions;
}
-const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
+const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].modes;
}
@@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
@@ -190,53 +191,29 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
- //order used puts first enum mode (default) first
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_add");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_sub");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mul");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_always");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_never");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_prepass_alpha");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_test_disabled");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("sss_mode_skin");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_back");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_front");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_disabled");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("unshaded");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("wireframe");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_toon");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_blinn");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_phong");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_toon");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_disabled");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("world_vertex_coords");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("particle_trails");
-
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage_and_one");
+ // spatial render modes
+ {
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "blend", "mix", "add", "sub", "mul" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_draw", "opaque", "always", "never" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_prepass_alpha" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_test_disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "sss_mode_skin" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "cull", "back", "front", "disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "unshaded" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "wireframe" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "diffuse", "lambert", "lambert_wrap", "burley", "toon" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "blinn", "phong", "toon", "disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "skip_vertex_transform" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "world_vertex_coords" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ensure_correct_normals" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "shadows_disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ambient_light_disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "shadow_to_opacity" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "vertex_lighting" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "particle_trails" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "alpha_to_coverage" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "alpha_to_coverage_and_one" });
+ }
/************ CANVAS ITEM **************************/
@@ -254,6 +231,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
@@ -319,17 +298,13 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
-
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_add");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled");
-
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("unshaded");
- shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("light_only");
+ // canvasitem render modes
+ {
+ shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "skip_vertex_transform" });
+ shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "blend", "mix", "add", "sub", "mul", "premul_alpha", "disabled" });
+ shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "unshaded" });
+ shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "light_only" });
+ }
/************ PARTICLES **************************/
@@ -392,10 +367,13 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
}
- shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
- shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force");
- shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity");
- shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data");
+ // particles render modes
+ {
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "collision_use_scale" });
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "disable_force" });
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "disable_velocity" });
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "keep_data" });
+ }
/************ SKY **************************/
@@ -439,9 +417,12 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true;
- shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
- shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
- shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
+ // sky render modes
+ {
+ shader_modes[RS::SHADER_SKY].modes.push_back({ "use_half_res_pass" });
+ shader_modes[RS::SHADER_SKY].modes.push_back({ "use_quarter_res_pass" });
+ shader_modes[RS::SHADER_SKY].modes.push_back({ "disable_fog" });
+ }
/************ FOG **************************/
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index 75a310a1b1..385083b670 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,7 +38,7 @@
class ShaderTypes {
struct Type {
Map<StringName, ShaderLanguage::FunctionInfo> functions;
- Vector<StringName> modes;
+ Vector<ShaderLanguage::ModeInfo> modes;
};
Map<RS::ShaderMode, Type> shader_modes;
@@ -52,7 +52,7 @@ public:
static ShaderTypes *get_singleton() { return singleton; }
const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const;
- const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const;
+ const Vector<ShaderLanguage::ModeInfo> &get_modes(RS::ShaderMode p_mode) const;
const Set<String> &get_types() const;
const List<String> &get_types_list() const;
diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp
index bffae484a8..f2e74c4d78 100644
--- a/servers/rendering/shader_warnings.cpp
+++ b/servers/rendering/shader_warnings.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -63,6 +63,8 @@ String ShaderWarning::get_message() const {
return vformat("The local variable '%s' is declared but never used.", subject);
case FORMATTING_ERROR:
return subject;
+ case DEVICE_LIMIT_EXCEEDED:
+ return vformat("The total size of the %s for this shader on this device has been exceeded (%s/%s). The shader may not work correctly.", subject, (int)extra_args[0], (int)extra_args[1]);
default:
break;
}
@@ -73,6 +75,10 @@ String ShaderWarning::get_name() const {
return get_name_from_code(code);
}
+Vector<Variant> ShaderWarning::get_extra_args() const {
+ return extra_args;
+}
+
String ShaderWarning::get_name_from_code(Code p_code) {
ERR_FAIL_INDEX_V(p_code, WARNING_MAX, String());
@@ -85,6 +91,7 @@ String ShaderWarning::get_name_from_code(Code p_code) {
"UNUSED_VARYING",
"UNUSED_LOCAL_VARIABLE",
"FORMATTING_ERROR",
+ "DEVICE_LIMIT_EXCEEDED",
};
static_assert((sizeof(names) / sizeof(*names)) == WARNING_MAX, "Amount of warning types don't match the amount of warning names.");
@@ -114,6 +121,7 @@ static void init_code_to_flags_map() {
code_to_flags_map->insert(ShaderWarning::UNUSED_VARYING, ShaderWarning::UNUSED_VARYING_FLAG);
code_to_flags_map->insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG);
code_to_flags_map->insert(ShaderWarning::FORMATTING_ERROR, ShaderWarning::FORMATTING_ERROR_FLAG);
+ code_to_flags_map->insert(ShaderWarning::DEVICE_LIMIT_EXCEEDED, ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
}
ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, bool> &p_map) {
@@ -132,8 +140,8 @@ ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, b
return (CodeFlags)result;
}
-ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject) :
- code(p_code), line(p_line), subject(p_subject) {
+ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject, const Vector<Variant> &p_extra_args) :
+ code(p_code), line(p_line), subject(p_subject), extra_args(p_extra_args) {
}
#endif // DEBUG_ENABLED
diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h
index 18915fffd8..e309907181 100644
--- a/servers/rendering/shader_warnings.h
+++ b/servers/rendering/shader_warnings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,7 @@
#include "core/string/string_name.h"
#include "core/templates/list.h"
#include "core/templates/map.h"
+#include "core/variant/variant.h"
class ShaderWarning {
public:
@@ -48,6 +49,7 @@ public:
UNUSED_VARYING,
UNUSED_LOCAL_VARIABLE,
FORMATTING_ERROR,
+ DEVICE_LIMIT_EXCEEDED,
WARNING_MAX,
};
@@ -61,12 +63,14 @@ public:
UNUSED_VARYING_FLAG = 32U,
UNUSED_LOCAL_VARIABLE_FLAG = 64U,
FORMATTING_ERROR_FLAG = 128U,
+ DEVICE_LIMIT_EXCEEDED_FLAG = 256U,
};
private:
Code code;
int line;
StringName subject;
+ Vector<Variant> extra_args;
public:
Code get_code() const;
@@ -74,12 +78,13 @@ public:
const StringName &get_subject() const;
String get_message() const;
String get_name() const;
+ Vector<Variant> get_extra_args() const;
static String get_name_from_code(Code p_code);
static Code get_code_from_name(const String &p_name);
static CodeFlags get_flags_from_codemap(const Map<Code, bool> &p_map);
- ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = "");
+ ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>());
};
#endif // DEBUG_ENABLED
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 23d3bf030f..a94f70e20f 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,6 +32,7 @@
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_globals.h"
+
RenderingServer *RenderingServer::singleton = nullptr;
RenderingServer *(*RenderingServer::create_func)() = nullptr;
@@ -1963,7 +1964,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows);
ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask);
ClassDB::bind_method(D_METHOD("reflection_probe_set_resolution", "probe", "resolution"), &RenderingServer::reflection_probe_set_resolution);
- ClassDB::bind_method(D_METHOD("reflection_probe_set_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_lod_threshold);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_mesh_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_mesh_lod_threshold);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
@@ -1999,6 +2000,10 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS);
BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
+ /* GI API (affects VoxelGI and SDFGI) */
+
+ ClassDB::bind_method(D_METHOD("gi_set_use_half_resolution", "half_resolution"), &RenderingServer::gi_set_use_half_resolution);
+
/* VOXEL GI API */
ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create);
@@ -2274,6 +2279,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSIL);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI);
@@ -2323,6 +2329,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality);
ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality);
ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality);
+ ClassDB::bind_method(D_METHOD("environment_set_ssil_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssil_quality);
ClassDB::bind_method(D_METHOD("environment_set_sdfgi_ray_count", "ray_count"), &RenderingServer::environment_set_sdfgi_ray_count);
ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_converge", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_converge);
ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_update_light", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_update_light);
@@ -2374,6 +2381,12 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);
+ BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_VERY_LOW);
+ BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_HIGH);
+ BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_ULTRA);
+
BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_4);
BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_6);
BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_8);
@@ -2461,6 +2474,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &RenderingServer::instance_geometry_set_material_overlay);
ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin", "fade_mode"), &RenderingServer::instance_geometry_set_visibility_range);
ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap);
ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias);
@@ -2711,6 +2725,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rendering_info", "info"), &RenderingServer::get_rendering_info);
ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor);
+ ClassDB::bind_method(D_METHOD("get_video_adapter_type"), &RenderingServer::get_video_adapter_type);
ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
@@ -2871,7 +2886,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
- GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2);
@@ -2896,6 +2910,18 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"));
+ GLOBAL_DEF("rendering/environment/ssil/quality", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/quality", PropertyInfo(Variant::INT, "rendering/environment/ssil/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)"));
+ GLOBAL_DEF("rendering/environment/ssil/half_size", true);
+ GLOBAL_DEF("rendering/environment/ssil/adaptive_target", 0.5);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
+ GLOBAL_DEF("rendering/environment/ssil/blur_passes", 4);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssil/blur_passes", PROPERTY_HINT_RANGE, "0,6"));
+ GLOBAL_DEF("rendering/environment/ssil/fadeout_from", 50.0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater"));
+ GLOBAL_DEF("rendering/environment/ssil/fadeout_to", 300.0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"));
+
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true);
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25);
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 230132651f..ada50292fc 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -528,7 +528,7 @@ public:
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
- virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0;
+ virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0;
/* DECAL API */
@@ -871,7 +871,7 @@ public:
virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
- virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0;
+ virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0;
virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0;
virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;
@@ -913,6 +913,7 @@ public:
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
VIEWPORT_DEBUG_DRAW_SSAO,
+ VIEWPORT_DEBUG_DRAW_SSIL,
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
VIEWPORT_DEBUG_DRAW_SDFGI,
@@ -1029,6 +1030,18 @@ public:
virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+ virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
+
+ enum EnvironmentSSILQuality {
+ ENV_SSIL_QUALITY_VERY_LOW,
+ ENV_SSIL_QUALITY_LOW,
+ ENV_SSIL_QUALITY_MEDIUM,
+ ENV_SSIL_QUALITY_HIGH,
+ ENV_SSIL_QUALITY_ULTRA,
+ };
+
+ virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+
enum EnvironmentSDFGICascades {
ENV_SDFGI_CASCADES_4,
ENV_SDFGI_CASCADES_6,
@@ -1207,6 +1220,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
+ virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
@@ -1473,6 +1487,7 @@ public:
virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0;
struct FrameProfileArea {
String name;
@@ -1593,6 +1608,7 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSILQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGICascades);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount);
diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h
index 95d2e2254e..2c4aab0784 100644
--- a/servers/server_wrap_mt_common.h
+++ b/servers/server_wrap_mt_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp
index 5f83fc4206..a51b62e730 100644
--- a/servers/text/text_server_extension.cpp
+++ b/servers/text/text_server_extension.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -174,6 +174,9 @@ void TextServerExtension::_bind_methods() {
GDVIRTUAL_BIND(_font_remove_script_support_override, "font_rid", "script");
GDVIRTUAL_BIND(_font_get_script_support_overrides, "font_rid");
+ GDVIRTUAL_BIND(_font_set_opentype_feature_overrides, "font_rid", "overrides");
+ GDVIRTUAL_BIND(_font_get_opentype_feature_overrides, "font_rid");
+
GDVIRTUAL_BIND(_font_supported_feature_list, "font_rid");
GDVIRTUAL_BIND(_font_supported_variation_list, "font_rid");
@@ -869,6 +872,18 @@ Vector<String> TextServerExtension::font_get_script_support_overrides(RID p_font
return Vector<String>();
}
+void TextServerExtension::font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) {
+ GDVIRTUAL_CALL(_font_set_opentype_feature_overrides, p_font_rid, p_overrides);
+}
+
+Dictionary TextServerExtension::font_get_opentype_feature_overrides(RID p_font_rid) const {
+ Dictionary ret;
+ if (GDVIRTUAL_CALL(_font_get_opentype_feature_overrides, p_font_rid, ret)) {
+ return ret;
+ }
+ return Dictionary();
+}
+
Dictionary TextServerExtension::font_supported_feature_list(RID p_font_rid) const {
Dictionary ret;
if (GDVIRTUAL_CALL(_font_supported_feature_list, p_font_rid, ret)) {
diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h
index 91d1a6b97e..9b456c2dd7 100644
--- a/servers/text/text_server_extension.h
+++ b/servers/text/text_server_extension.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -285,6 +285,11 @@ public:
GDVIRTUAL2(_font_remove_script_support_override, RID, const String &);
GDVIRTUAL1R(Vector<String>, _font_get_script_support_overrides, RID);
+ virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) override;
+ virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_opentype_feature_overrides, RID, const Dictionary &);
+ GDVIRTUAL1RC(Dictionary, _font_get_opentype_feature_overrides, RID);
+
virtual Dictionary font_supported_feature_list(RID p_font_rid) const override;
virtual Dictionary font_supported_variation_list(RID p_font_rid) const override;
GDVIRTUAL1RC(Dictionary, _font_supported_feature_list, RID);
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index 2303f27495..143cda985d 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -327,6 +327,9 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("font_remove_script_support_override", "font_rid", "script"), &TextServer::font_remove_script_support_override);
ClassDB::bind_method(D_METHOD("font_get_script_support_overrides", "font_rid"), &TextServer::font_get_script_support_overrides);
+ ClassDB::bind_method(D_METHOD("font_set_opentype_feature_overrides", "font_rid", "overrides"), &TextServer::font_set_opentype_feature_overrides);
+ ClassDB::bind_method(D_METHOD("font_get_opentype_feature_overrides", "font_rid"), &TextServer::font_get_opentype_feature_overrides);
+
ClassDB::bind_method(D_METHOD("font_supported_feature_list", "font_rid"), &TextServer::font_supported_feature_list);
ClassDB::bind_method(D_METHOD("font_supported_variation_list", "font_rid"), &TextServer::font_supported_variation_list);
@@ -989,9 +992,9 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start,
}
real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start);
if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
- ranges.push_back(Vector2(off, off + char_adv * (start - glyphs[i].start)));
+ ranges.push_back(Vector2(off, off + char_adv * (glyphs[i].end - start)));
} else {
- ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - start), off + advance));
+ ranges.push_back(Vector2(off + char_adv * (start - glyphs[i].start), off + advance));
}
}
// Selection range is within grapheme.
@@ -1099,6 +1102,31 @@ int TextServer::shaped_text_hit_test_position(RID p_shaped, float p_coords) cons
return glyphs[i].start;
}
}
+ // Ligature, handle mid-grapheme hit.
+ if (p_coords >= off && p_coords < off + advance && glyphs[i].end > glyphs[i].start + 1) {
+ int cnt = glyphs[i].end - glyphs[i].start;
+ real_t char_adv = advance / (real_t)(cnt);
+ real_t sub_off = off;
+ for (int j = 0; j < cnt; j++) {
+ // Place caret to the left of clicked sub-grapheme.
+ if (p_coords >= sub_off && p_coords < sub_off + char_adv / 2) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[i].end - j;
+ } else {
+ return glyphs[i].start + j;
+ }
+ }
+ // Place caret to the right of clicked sub-grapheme.
+ if (p_coords >= sub_off + char_adv / 2 && p_coords < sub_off + char_adv) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[i].start + (cnt - 1) - j;
+ } else {
+ return glyphs[i].end - (cnt - 1) + j;
+ }
+ }
+ sub_off += char_adv;
+ }
+ }
// Place caret to the left of clicked grapheme.
if (p_coords >= off && p_coords < off + advance / 2) {
if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
diff --git a/servers/text_server.h b/servers/text_server.h
index 56b1919c51..d5dccc0edb 100644
--- a/servers/text_server.h
+++ b/servers/text_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -350,6 +350,9 @@ public:
virtual void font_remove_script_support_override(RID p_font_rid, const String &p_script) = 0;
virtual Vector<String> font_get_script_support_overrides(RID p_font_rid) = 0;
+ virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) = 0;
+ virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const = 0;
+
virtual Dictionary font_supported_feature_list(RID p_font_rid) const = 0;
virtual Dictionary font_supported_variation_list(RID p_font_rid) const = 0;
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index ca11df439c..758f2416ec 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index b489481f75..03563026c8 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
index 80576ac607..9dae3b162d 100644
--- a/servers/xr/xr_interface_extension.cpp
+++ b/servers/xr/xr_interface_extension.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h
index 763526de96..e22ec2b872 100644
--- a/servers/xr/xr_interface_extension.h
+++ b/servers/xr/xr_interface_extension.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp
index 0d05e62b46..0862fefef5 100644
--- a/servers/xr/xr_pose.cpp
+++ b/servers/xr/xr_pose.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,7 +35,7 @@
void XRPose::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_has_tracking_data", "has_tracking_data"), &XRPose::set_has_tracking_data);
ClassDB::bind_method(D_METHOD("get_has_tracking_data"), &XRPose::get_has_tracking_data);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data");
ClassDB::bind_method(D_METHOD("set_name", "name"), &XRPose::set_name);
ClassDB::bind_method(D_METHOD("get_name"), &XRPose::get_name);
diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h
index 223e95ddfe..8c1fc63360 100644
--- a/servers/xr/xr_pose.h
+++ b/servers/xr/xr_pose.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp
index 1313a91172..74907a5675 100644
--- a/servers/xr/xr_positional_tracker.cpp
+++ b/servers/xr/xr_positional_tracker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h
index 69eb105b5a..895bcab215 100644
--- a/servers/xr/xr_positional_tracker.h
+++ b/servers/xr/xr_positional_tracker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp
index 959288497d..69f4c69b53 100644
--- a/servers/xr_server.cpp
+++ b/servers/xr_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr_server.h b/servers/xr_server.h
index 48d73cac9a..824a42ed31 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */