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-rw-r--r--servers/navigation/navigation_utilities.h4
-rw-r--r--servers/rendering/dummy/storage/mesh_storage.cpp7
-rw-r--r--servers/rendering/dummy/storage/mesh_storage.h2
-rw-r--r--servers/rendering/dummy/storage/particles_storage.h3
-rw-r--r--servers/rendering/dummy/storage/texture_storage.h3
-rw-r--r--servers/rendering/renderer_canvas_render.cpp4
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp102
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h27
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h4
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp17
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp13
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h6
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp11
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h9
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl59
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl13
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp19
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h18
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp42
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h2
-rw-r--r--servers/rendering/renderer_scene_cull.cpp2
-rw-r--r--servers/rendering/renderer_viewport.cpp3
-rw-r--r--servers/rendering/rendering_device.cpp1
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering/shader_compiler.cpp54
-rw-r--r--servers/rendering/shader_language.cpp111
-rw-r--r--servers/rendering/shader_language.h1
-rw-r--r--servers/rendering/storage/environment_storage.h4
-rw-r--r--servers/rendering/storage/particles_storage.h3
-rw-r--r--servers/rendering/storage/texture_storage.h2
-rw-r--r--servers/rendering_server.cpp9
-rw-r--r--servers/rendering_server.h2
-rw-r--r--servers/xr/xr_interface.cpp9
-rw-r--r--servers/xr/xr_interface.h2
-rw-r--r--servers/xr/xr_interface_extension.cpp6
-rw-r--r--servers/xr/xr_interface_extension.h3
54 files changed, 520 insertions, 262 deletions
diff --git a/servers/navigation/navigation_utilities.h b/servers/navigation/navigation_utilities.h
index bedcc16a67..e99c139528 100644
--- a/servers/navigation/navigation_utilities.h
+++ b/servers/navigation/navigation_utilities.h
@@ -48,8 +48,8 @@ struct PathQueryParameters {
PathfindingAlgorithm pathfinding_algorithm = PATHFINDING_ALGORITHM_ASTAR;
PathPostProcessing path_postprocessing = PATH_POSTPROCESSING_CORRIDORFUNNEL;
RID map;
- Vector3 start_position = Vector3();
- Vector3 target_position = Vector3();
+ Vector3 start_position;
+ Vector3 target_position;
uint32_t navigation_layers = 1;
};
diff --git a/servers/rendering/dummy/storage/mesh_storage.cpp b/servers/rendering/dummy/storage/mesh_storage.cpp
index adf736eee3..52de998835 100644
--- a/servers/rendering/dummy/storage/mesh_storage.cpp
+++ b/servers/rendering/dummy/storage/mesh_storage.cpp
@@ -56,3 +56,10 @@ void MeshStorage::mesh_free(RID p_rid) {
mesh_owner.free(p_rid);
}
+
+void MeshStorage::mesh_clear(RID p_mesh) {
+ DummyMesh *m = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!m);
+
+ m->surfaces.clear();
+}
diff --git a/servers/rendering/dummy/storage/mesh_storage.h b/servers/rendering/dummy/storage/mesh_storage.h
index 4399f4ab66..28fe8cb80d 100644
--- a/servers/rendering/dummy/storage/mesh_storage.h
+++ b/servers/rendering/dummy/storage/mesh_storage.h
@@ -116,7 +116,7 @@ public:
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override { return AABB(); }
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override {}
- virtual void mesh_clear(RID p_mesh) override {}
+ virtual void mesh_clear(RID p_mesh) override;
/* MESH INSTANCE */
diff --git a/servers/rendering/dummy/storage/particles_storage.h b/servers/rendering/dummy/storage/particles_storage.h
index 7cee55922d..beedff0a76 100644
--- a/servers/rendering/dummy/storage/particles_storage.h
+++ b/servers/rendering/dummy/storage/particles_storage.h
@@ -89,8 +89,6 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_instance) override {}
virtual void particles_remove_collision(RID p_particles, RID p_instance) override {}
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override {}
-
virtual void update_particles() override {}
/* PARTICLES COLLISION */
@@ -111,7 +109,6 @@ public:
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }
virtual RID particles_collision_instance_create(RID p_collision) override { return RID(); }
virtual void particles_collision_instance_free(RID p_rid) override {}
diff --git a/servers/rendering/dummy/storage/texture_storage.h b/servers/rendering/dummy/storage/texture_storage.h
index ad28dd68c3..dd89504f38 100644
--- a/servers/rendering/dummy/storage/texture_storage.h
+++ b/servers/rendering/dummy/storage/texture_storage.h
@@ -80,6 +80,7 @@ public:
virtual void texture_free(RID p_rid) override {
// delete the texture
DummyTexture *texture = texture_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!texture);
texture_owner.free(p_rid);
memdelete(texture);
};
@@ -126,6 +127,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); };
+ virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const override { return RID(); };
+
/* DECAL API */
virtual RID decal_allocate() override { return RID(); }
virtual void decal_initialize(RID p_rid) override {}
diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp
index 623f0c647b..07394b49a3 100644
--- a/servers/rendering/renderer_canvas_render.cpp
+++ b/servers/rendering/renderer_canvas_render.cpp
@@ -32,7 +32,7 @@
#include "servers/rendering/rendering_server_globals.h"
const Rect2 &RendererCanvasRender::Item::get_rect() const {
- if (custom_rect || (!rect_dirty && !update_when_visible)) {
+ if (custom_rect || (!rect_dirty && !update_when_visible && skeleton == RID())) {
return rect;
}
@@ -80,7 +80,7 @@ const Rect2 &RendererCanvasRender::Item::get_rect() const {
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
- AABB aabb = RSG::mesh_storage->mesh_get_aabb(mesh->mesh, RID());
+ AABB aabb = RSG::mesh_storage->mesh_get_aabb(mesh->mesh, skeleton);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index a14228eb3d..a05db8c563 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -56,6 +56,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+ blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR
blur_raster.shader.initialize(blur_modes);
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
@@ -105,6 +106,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR
copy_to_fb.shader.initialize(copy_modes);
@@ -508,16 +510,18 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.use_section = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_USE_SECTION;
copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FLIP_Y;
}
+ copy_to_fb.push_constant.luminance_multiplier = 1.0;
+
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -535,25 +539,35 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+ copy_to_fb.push_constant.luminance_multiplier = 1.0;
if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FLIP_Y;
}
if (p_force_luminance) {
- copy_to_fb.push_constant.force_luminance = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FORCE_LUMINANCE;
}
if (p_alpha_to_zero) {
- copy_to_fb.push_constant.alpha_to_zero = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ZERO;
}
if (p_srgb) {
- copy_to_fb.push_constant.srgb = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_SRGB;
+ }
+ if (p_alpha_to_one) {
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ONE;
+ }
+ if (p_linear) {
+ // Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
+ // to allow for a wider effective range.
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
+ copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
}
// setup our uniforms
@@ -608,8 +622,6 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
@@ -641,7 +653,6 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- //HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
@@ -654,6 +665,43 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RD::get_singleton()->compute_list_end();
}
+void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
@@ -882,6 +930,36 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect
RD::get_singleton()->compute_list_end();
}
+void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.set_color[0] = p_color.r;
+ copy_to_fb.push_constant.set_color[1] = p_color.g;
+ copy_to_fb.push_constant.set_color[2] = p_color.b;
+ copy_to_fb.push_constant.set_color[3] = p_color.a;
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ CopyToFBMode mode = COPY_TO_FB_SET_COLOR;
+
+ RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
@@ -1122,8 +1200,8 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f
roughness.push_constant.use_direct_write = p_roughness == 0.0;
roughness.push_constant.face_size = p_size;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ // Setup our uniforms.
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 0ddb60ebef..83f7a51a36 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -63,6 +63,8 @@ private:
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
+ BLUR_MODE_SET_COLOR,
+
BLUR_MODE_MAX
};
@@ -174,19 +176,28 @@ private:
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
+
+ COPY_TO_FB_SET_COLOR,
COPY_TO_FB_MAX,
};
+ enum CopyToFBFlags {
+ COPY_TO_FB_FLAG_FLIP_Y = (1 << 0),
+ COPY_TO_FB_FLAG_USE_SECTION = (1 << 1),
+ COPY_TO_FB_FLAG_FORCE_LUMINANCE = (1 << 2),
+ COPY_TO_FB_FLAG_ALPHA_TO_ZERO = (1 << 3),
+ COPY_TO_FB_FLAG_SRGB = (1 << 4),
+ COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5),
+ COPY_TO_FB_FLAG_LINEAR = (1 << 6),
+ };
+
struct CopyToFbPushConstant {
float section[4];
float pixel_size[2];
- uint32_t flip_y;
- uint32_t use_section;
+ float luminance_multiplier;
+ uint32_t flags;
- uint32_t force_luminance;
- uint32_t alpha_to_zero;
- uint32_t srgb;
- uint32_t pad;
+ float set_color[4];
};
struct CopyToFb {
@@ -316,11 +327,12 @@ public:
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
- void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
@@ -328,6 +340,7 @@ public:
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+ void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index dfaf3881bb..a04dfc4a74 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -100,7 +100,7 @@ public:
float sharpness = 0.98;
float normal_rejection = 1.0;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
@@ -137,7 +137,7 @@ public:
float horizon = 0.06;
float sharpness = 0.98;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 5ff00aa94c..701d53b41d 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -92,18 +92,15 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
}
Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
- // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
- // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
- // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
- // of the VRS buffer to supply.
- Size2i texel_size = Size2i(16, 16);
-
- int width = p_base_size.x / texel_size.x;
- if (p_base_size.x % texel_size.x != 0) {
+ int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
+ int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
+
+ int width = p_base_size.x / texel_width;
+ if (p_base_size.x % texel_width != 0) {
width++;
}
- int height = p_base_size.y / texel_size.y;
- if (p_base_size.y % texel_size.y != 0) {
+ int height = p_base_size.y / texel_height;
+ if (p_base_size.y % texel_height != 0) {
height++;
}
return Size2i(width, height);
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 74082906c4..eece195946 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -727,9 +727,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
any_uses_time |= shader_data->uses_time;
- Vector3i min = Vector3i();
- Vector3i max = Vector3i();
- Vector3i kernel_size = Vector3i();
+ Vector3i min;
+ Vector3i max;
+ Vector3i kernel_size;
Vector3 position = fog_volume_instance->transform.get_origin();
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
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 ceed287184..41fceac7c2 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1765,6 +1765,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
+ if (rb.is_valid()) {
+ RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
+ copy_effects->copy_to_fb_rect(texture, color_only_framebuffer, Rect2i(), false, false, false, false, RID(), false, false, true);
+ }
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
@@ -2311,6 +2315,8 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1f;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -2401,6 +2407,8 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
scene_data.z_far = p_cam_projection.get_z_far();
scene_data.dual_paraboloid_side = 0;
scene_data.opaque_prepass_threshold = 0.0;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -2443,6 +2451,8 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_data.material_uv2_mode = false;
scene_data.opaque_prepass_threshold = 0.0f;
scene_data.emissive_exposure_normalization = p_exposure_normalization;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -3083,7 +3093,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = RID();
+ RID vfog;
if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
vfog = fog->fog_map;
@@ -3349,7 +3359,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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 c1b23af82f..6c8ce5265e 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
@@ -115,6 +115,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
+ // Use alpha clip pipeline for alpha hash/dither.
+ // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
+ actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -151,6 +154,8 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -457,11 +462,15 @@ bool SceneShaderForwardClustered::ShaderData::is_parameter_texture(const StringN
}
bool SceneShaderForwardClustered::ShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
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 a9a9fa94de..194edf2dcb 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
@@ -150,8 +150,8 @@ public:
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
- DepthDraw depth_draw;
- DepthTest depth_test;
+ DepthDraw depth_draw = DEPTH_DRAW_OPAQUE;
+ DepthTest depth_test = DEPTH_TEST_ENABLED;
bool uses_point_size = false;
bool uses_alpha = false;
@@ -172,6 +172,8 @@ public:
bool uses_depth_texture = false;
bool uses_normal_texture = false;
bool uses_time = false;
+ bool uses_vertex_time = false;
+ bool uses_fragment_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
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 898521ca4d..2506f4578b 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -796,6 +796,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
+ if (rb.is_valid()) {
+ RID dest_framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
+ RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
+ copy_effects->copy_to_fb_rect(texture, dest_framebuffer, Rect2i(), false, false, false, false, RID(), false, false, true);
+ }
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
@@ -1269,6 +1274,8 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -1361,6 +1368,8 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
scene_data.material_uv2_mode = false;
scene_data.opaque_prepass_threshold = 0.0f;
scene_data.emissive_exposure_normalization = p_exposure_normalization;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -1484,6 +1493,8 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
scene_data.z_far = p_cam_projection.get_z_far();
scene_data.dual_paraboloid_side = 0;
scene_data.opaque_prepass_threshold = 0.0;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
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 02bd30d32d..ee82fa7c7d 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
@@ -116,6 +116,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
+ // Use alpha clip pipeline for alpha hash/dither.
+ // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
+ actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -150,6 +153,8 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -412,11 +417,15 @@ bool SceneShaderForwardMobile::ShaderData::is_parameter_texture(const StringName
}
bool SceneShaderForwardMobile::ShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const {
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 f67665a02f..5b51cfc8c3 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
@@ -132,6 +132,8 @@ public:
bool uses_depth_texture = false;
bool uses_normal_texture = false;
bool uses_time = false;
+ bool uses_vertex_time = false;
+ bool uses_fragment_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index cbc5cc337c..7590f76a0c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -706,7 +706,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
//bind textures
- _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
+ _bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
@@ -2681,16 +2681,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
}
- { //default skeleton buffer
-
- shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
- SkeletonUniform su;
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
- RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
-
- shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
- }
{
//default shadow texture to keep uniform set happy
RD::TextureFormat tf;
@@ -2834,8 +2824,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
memdelete_arr(state.light_uniforms);
RD::get_singleton()->free(state.lights_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
}
//shadow rendering
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index d1f3c9ec6a..3fff574098 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -144,10 +144,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID quad_index_array;
PipelineVariants pipeline_variants;
- // default_skeleton uniform set
- RID default_skeleton_uniform_buffer;
- RID default_skeleton_texture_buffer;
-
ShaderCompiler compiler;
} shader;
@@ -409,11 +405,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t lights[4];
};
- struct SkeletonUniform {
- float skeleton_transform[16];
- float skeleton_inverse[16];
- };
-
Item *items[MAX_RENDER_ITEMS];
bool using_directional_lights = false;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 8593e6b265..eb5f68849e 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -191,48 +191,6 @@ void main() {
uv += 1e-5;
}
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 932312de82..8c26a67926 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -142,7 +142,11 @@ void main() {
}
}
#else
- if (!gl_HelperInvocation) {
+// MoltenVK/Metal fails to compile shaders using gl_HelperInvocation for some GPUs
+#ifndef MOLTENVK_USED
+ if (!gl_HelperInvocation)
+#endif
+ {
atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
}
#endif
@@ -162,7 +166,11 @@ void main() {
}
}
#else
- if (!gl_HelperInvocation) {
+// MoltenVK/Metal fails to compile shaders using gl_HelperInvocation for some GPUs
+#ifndef MOLTENVK_USED
+ if (!gl_HelperInvocation)
+#endif
+ {
atomicOr(cluster_render.data[z_write_offset], z_write_bit);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index cb06250cf2..31aabbe9d2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -53,30 +53,31 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
+ // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
+ // This minimizes the number of times we change framebuffers which is very important for mobile.
+ // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+ vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
+ vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
+ vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
+ vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
+ vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
+ vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
+ vec4 G = texture(source_color, uv_interp);
+ vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
+ vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
+ vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
+ vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
+ vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
+ vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
+
+ float base_weight = 0.5 / 4.0;
+ float lesser_weight = 0.125 / 4.0;
+
+ frag_color = (D + E + I + J) * base_weight;
+ frag_color += (A + B + G + F) * lesser_weight;
+ frag_color += (B + C + H + G) * lesser_weight;
+ frag_color += (F + G + L + K) * lesser_weight;
+ frag_color += (G + H + M + L) * lesser_weight;
#endif
#ifdef MODE_GAUSSIAN_GLOW
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index bfe329b8ec..5cc2ed7622 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -194,10 +194,10 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
-#endif
+#endif // MODE_GLOW
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_GAUSSIAN_BLUR
#ifdef MODE_SIMPLE_COPY
@@ -227,7 +227,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_SIMPLE_COPY
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -239,7 +239,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, vec4(color.r));
-#endif
+#endif // MODE_SIMPLE_COPY_DEPTH
#ifdef MODE_LINEARIZE_DEPTH_COPY
@@ -253,7 +253,7 @@ void main() {
}
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_LINEARIZE_DEPTH_COPY
#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
@@ -276,7 +276,7 @@ void main() {
vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
#endif
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
#ifdef MODE_SET_COLOR
imageStore(dest_buffer, pos + params.target, params.set_color);
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 1c17eabb56..46bb99794d 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -13,6 +13,14 @@
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
+#define FLAG_FLIP_Y (1 << 0)
+#define FLAG_USE_SECTION (1 << 1)
+#define FLAG_FORCE_LUMINANCE (1 << 2)
+#define FLAG_ALPHA_TO_ZERO (1 << 3)
+#define FLAG_SRGB (1 << 4)
+#define FLAG_ALPHA_TO_ONE (1 << 5)
+#define FLAG_LINEAR (1 << 6)
+
#ifdef MULTIVIEW
layout(location = 0) out vec3 uv_interp;
#else
@@ -22,11 +30,10 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
- bool flip_y;
- bool use_section;
+ float luminance_multiplier;
+ uint flags;
- bool force_luminance;
- uint pad[3];
+ vec4 color;
}
params;
@@ -37,13 +44,13 @@ void main() {
uv_interp.z = ViewIndex;
#endif
vec2 vpos = uv_interp.xy;
- if (params.use_section) {
+ if (bool(params.flags & FLAG_USE_SECTION)) {
vpos = params.section.xy + vpos * params.section.zw;
}
gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
- if (params.flip_y) {
+ if (bool(params.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
@@ -63,16 +70,21 @@ void main() {
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
+#define FLAG_FLIP_Y (1 << 0)
+#define FLAG_USE_SECTION (1 << 1)
+#define FLAG_FORCE_LUMINANCE (1 << 2)
+#define FLAG_ALPHA_TO_ZERO (1 << 3)
+#define FLAG_SRGB (1 << 4)
+#define FLAG_ALPHA_TO_ONE (1 << 5)
+#define FLAG_LINEAR (1 << 6)
+
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
- bool flip_y;
- bool use_section;
+ float luminance_multiplier;
+ uint flags;
- bool force_luminance;
- bool alpha_to_zero;
- bool srgb;
- uint pad;
+ vec4 color;
}
params;
@@ -104,7 +116,15 @@ vec3 linear_to_srgb(vec3 color) {
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
+vec3 srgb_to_linear(vec3 color) {
+ return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
+}
+
void main() {
+#ifdef MODE_SET_COLOR
+ frag_color = params.color;
+#else
+
#ifdef MULTIVIEW
vec3 uv = uv_interp;
#else
@@ -155,15 +175,22 @@ void main() {
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
- if (params.force_luminance) {
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
- if (params.alpha_to_zero) {
+ if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
color.rgb *= color.a;
}
- if (params.srgb) {
+ if (bool(params.flags & FLAG_SRGB)) {
color.rgb = linear_to_srgb(color.rgb);
}
+ if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
+ color.a = 1.0;
+ }
+ if (bool(params.flags & FLAG_LINEAR)) {
+ color.rgb = srgb_to_linear(color.rgb);
+ }
- frag_color = color;
+ frag_color = color / params.luminance_multiplier;
+#endif // MODE_SET_COLOR
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
index 5ef83c0b44..b450bb9fe9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -63,10 +63,18 @@ void main() {
#ifdef MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
+ frag_color = uint(color.r * 255.0);
#else /* MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
-#endif /* MULTIVIEW */
- // See if we can change the sampler to one that returns int...
- frag_color = uint(color.r * 256.0);
+ // for user supplied VRS map we do a color mapping
+ color.r *= 3.0;
+ frag_color = int(color.r) << 2;
+
+ color.g *= 3.0;
+ frag_color += int(color.g);
+
+ // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported
+ // 4x8, 8x4 and 8x8 are only available on some GPUs
+#endif /* MULTIVIEW */
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 0bdf0e50aa..896f51ca01 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -62,7 +62,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
@@ -826,7 +826,8 @@ void fragment_shader(in SceneData scene_data) {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 9aeaa6d978..d50749306e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
@@ -779,7 +779,8 @@ void main() {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 3a6dd579b9..9f6aa7adc0 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -462,7 +462,7 @@ void main() {
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue;
}
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 97c913d489..71510ee06a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -11,7 +11,8 @@ float hash_3d(vec3 p) {
float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
+ vec3 dy = dFdy(pos);
+
float delta_max_sqr = max(length(dx), length(dy));
float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
@@ -32,9 +33,9 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
- (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+ (a_interp < (1.0 - min_lerp)) ? ((a_interp < min_lerp) ? cases.x : cases.y) : cases.z;
- return clamp(alpha_hash_threshold, 0.0, 1.0);
+ return clamp(alpha_hash_threshold, 0.00001, 1.0);
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..f5b233cca0 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 oct) {
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {
@@ -143,8 +143,8 @@ void main() {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
- uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
- uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
skin_offset += params.skin_weight_offset;
@@ -161,6 +161,13 @@ void main() {
//reverse order because its transposed
vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
}
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec2 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+
#else
vec3 vertex;
vec3 normal;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index c83473ef07..1dd95969e6 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -653,6 +653,14 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
if (light_data.shadow_opacity > 0.001) {
RS::LightDirectionalShadowMode smode = light->directional_shadow_mode;
+ light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
+ light_data.softshadow_angle = angular_diameter;
+ light_data.bake_mode = light->bake_mode;
+
+ if (angular_diameter <= 0.0) {
+ light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); // Only use quality radius for PCF
+ }
+
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light->directional_blend_splits;
for (int j = 0; j < 4; j++) {
@@ -669,7 +677,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
Projection shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
- float bias_scale = light_instance->shadow_transform[j].bias_scale;
+ float bias_scale = light_instance->shadow_transform[j].bias_scale * light_data.soft_shadow_scale;
light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale;
@@ -702,14 +710,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
float fade_start = light->param[RS::LIGHT_PARAM_SHADOW_FADE_START];
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
-
- light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
- light_data.softshadow_angle = angular_diameter;
- light_data.bake_mode = light->bake_mode;
-
- if (angular_diameter <= 0.0) {
- light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); // Only use quality radius for PCF
- }
}
r_directional_light_count++;
@@ -978,6 +978,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->shadows_quality_radius_get(); // Only use quality radius for PCF
}
+ light_data.shadow_bias *= light_data.soft_shadow_scale;
}
} else {
light_data.shadow_opacity = 0.0;
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 1e74d31383..adb882986f 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -616,7 +616,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
- if (!skeleton || skeleton->size == 0) {
+ if (!skeleton || skeleton->size == 0 || mesh->skeleton_aabb_version == skeleton->version) {
return mesh->aabb;
}
@@ -708,6 +708,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
}
}
+ mesh->skeleton_aabb_version = skeleton->version;
return aabb;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 6a7400631d..4765475804 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -144,6 +144,7 @@ private:
AABB aabb;
AABB custom_aabb;
+ uint64_t skeleton_aabb_version = 0;
Vector<RID> material_cache;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 854976692e..51aa81745b 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1027,6 +1027,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
uniforms.push_back(u);
}
p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ p_particles->collision_heightmap_texture = collision_heightmap_texture;
}
}
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 6478e2b5dc..49a8444e2f 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -54,8 +54,7 @@ private:
float velocity[3];
uint32_t active;
float color[4];
- float custom[3];
- float lifetime;
+ float custom[4];
};
struct ParticlesFrameParams {
@@ -97,7 +96,7 @@ private:
uint32_t type;
uint32_t texture_index; //texture index for vector field
- real_t scale;
+ float scale;
uint32_t pad[2];
};
@@ -106,8 +105,8 @@ private:
float prev_system_phase;
uint32_t cycle;
- real_t explosiveness;
- real_t randomness;
+ float explosiveness;
+ float randomness;
float time;
float delta;
@@ -127,9 +126,6 @@ private:
Collider colliders[MAX_COLLIDERS];
};
- struct ParticleEmissionBufferData {
- };
-
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
@@ -412,7 +408,7 @@ public:
bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
virtual RID particles_allocate() override;
- virtual void particles_initialize(RID p_particles_collision) override;
+ virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
@@ -519,7 +515,7 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
virtual void update_particles() override;
@@ -546,7 +542,7 @@ public:
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
Dependency *particles_collision_get_dependency(RID p_particles) const;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 3785c3899b..15c5687665 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -560,6 +560,7 @@ void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS:
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
+
ct->texture_repeat = p_repeat;
ct->clear_sets();
}
@@ -1336,6 +1337,13 @@ Size2 TextureStorage::texture_size_with_proxy(RID p_proxy) {
return texture_2d_get_size(p_proxy);
}
+RID TextureStorage::texture_get_rd_texture_rid(RID p_texture, bool p_srgb) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!tex, RID());
+
+ return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
+}
+
Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
Ref<Image> image = p_image->duplicate();
@@ -3112,9 +3120,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
// TODO figure out stereo support here
- //single texture copy for backbuffer
- //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
- copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+ } else {
+ copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true);
+ }
if (!p_gen_mipmaps) {
return;
@@ -3123,6 +3133,8 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
+ Size2i texture_size = rt->size;
+
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
region.position.y >>= 1;
@@ -3130,7 +3142,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ } else {
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
+ copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
+ }
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
@@ -3158,7 +3176,11 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
}
//single texture copy for backbuffer
- copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ } else {
+ copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ }
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
@@ -3184,6 +3206,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2");
//then mipmap blur
RID prev_texture = rt->backbuffer_mipmap0;
+ Size2i texture_size = rt->size;
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
@@ -3192,7 +3215,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ } else {
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
+ copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
+ }
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 72d4c90159..f4737eb63d 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -491,6 +491,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
+ virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const override;
+
//internal usage
_FORCE_INLINE_ TextureType texture_get_type(RID p_texture) {
RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 348f6e4695..4ee355ee9f 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -3319,7 +3319,7 @@ void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_rend
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(Transform3D(), Projection(), true, false);
- scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
+ scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), environment, RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
#endif
}
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 2836889de5..8cec531393 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -550,6 +550,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
+ // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+ // Clear now otherwise we copy over garbage from the render target.
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
_draw_3d(p_viewport);
}
}
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 93118f39e7..bb4c41df52 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -393,6 +393,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
+ ClassDB::bind_method(D_METHOD("vertex_array_create", "vertex_count", "vertex_format", "src_buffers"), &RenderingDevice::_vertex_array_create);
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data", "use_restart_indices"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index d0b85d8220..d99cc9a350 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -1257,6 +1257,8 @@ public:
LIMIT_SUBGROUP_SIZE,
LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
LIMIT_SUBGROUP_OPERATIONS,
+ LIMIT_VRS_TEXEL_WIDTH,
+ LIMIT_VRS_TEXEL_HEIGHT,
};
virtual uint64_t limit_get(Limit p_limit) const = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 6d2d0d9906..b77b95bb62 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -212,6 +212,7 @@ public:
FUNC1(texture_debug_usage, List<TextureInfo> *)
FUNC2(texture_set_force_redraw_if_visible, RID, bool)
+ FUNC2RC(RID, texture_get_rd_texture_rid, RID, bool)
/* SHADER API */
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index fc644fcae6..7ccf3af6eb 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1141,8 +1141,18 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
case SL::OP_STRUCT:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
-
- SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
+ const SL::VariableNode *vnode = static_cast<const SL::VariableNode *>(onode->arguments[0]);
+ const SL::FunctionNode *func = nullptr;
+ const bool is_internal_func = internal_functions.has(vnode->name);
+
+ if (!is_internal_func) {
+ for (int i = 0; i < shader->functions.size(); i++) {
+ if (shader->functions[i].name == vnode->name) {
+ func = shader->functions[i].function;
+ break;
+ }
+ }
+ }
bool is_texture_func = false;
bool is_screen_texture = false;
@@ -1156,7 +1166,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
used_flag_pointers.insert(vnode->name);
}
- if (internal_functions.has(vnode->name)) {
+ if (is_internal_func) {
code += vnode->name;
is_texture_func = texture_functions.has(vnode->name);
} else if (p_default_actions.renames.has(vnode->name)) {
@@ -1172,6 +1182,44 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (i > 1) {
code += ", ";
}
+
+ bool is_out_qualifier = false;
+ if (is_internal_func) {
+ is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1);
+ } else if (func != nullptr) {
+ const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier;
+ is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT;
+ }
+
+ if (is_out_qualifier) {
+ StringName name;
+ bool found = false;
+ {
+ const SL::Node *node = onode->arguments[i];
+
+ bool done = false;
+ do {
+ switch (node->type) {
+ case SL::Node::TYPE_VARIABLE: {
+ name = static_cast<const SL::VariableNode *>(node)->name;
+ done = true;
+ found = true;
+ } break;
+ case SL::Node::TYPE_MEMBER: {
+ node = static_cast<const SL::MemberNode *>(node)->owner;
+ } break;
+ default: {
+ done = true;
+ } break;
+ }
+ } while (!done);
+ }
+
+ if (found && p_actions.write_flag_pointers.has(name)) {
+ *p_actions.write_flag_pointers[name] = true;
+ }
+ }
+
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) {
//need to map from texture to sampler in order to sample when using Vulkan GLSL
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 14c09c1512..62f061c9c0 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -3645,7 +3645,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
switch (p_type) {
case ShaderLanguage::TYPE_BOOL:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3658,7 +3658,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 2;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3671,7 +3671,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3684,7 +3684,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3695,7 +3695,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_INT:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3708,7 +3708,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3721,7 +3721,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3734,7 +3734,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3745,7 +3745,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_UINT:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3758,7 +3758,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3771,7 +3771,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3784,7 +3784,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3795,7 +3795,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_FLOAT:
if (array_size > 0) {
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].real);
}
@@ -3808,7 +3808,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedVector2Array array = PackedVector2Array();
+ PackedVector2Array array;
for (int i = 0; i < array_size; i += 2) {
array.push_back(Vector2(p_value[i].real, p_value[i + 1].real));
}
@@ -3822,13 +3822,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
- PackedColorArray array = PackedColorArray();
+ PackedColorArray array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
- PackedVector3Array array = PackedVector3Array();
+ PackedVector3Array array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
@@ -3847,13 +3847,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
- PackedColorArray array = PackedColorArray();
+ PackedColorArray array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
} else {
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@@ -3874,7 +3874,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@@ -3890,7 +3890,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 9;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 9) {
for (int j = 0; j < 9; j++) {
array.push_back(p_value[i + j].real);
@@ -3916,7 +3916,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 16;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 16) {
for (int j = 0; j < 16; j++) {
array.push_back(p_value[i + j].real);
@@ -4309,8 +4309,18 @@ ShaderLanguage::DataType ShaderLanguage::get_scalar_type(DataType p_type) {
TYPE_INT,
TYPE_UINT,
TYPE_FLOAT,
+ TYPE_INT,
+ TYPE_UINT,
+ TYPE_FLOAT,
+ TYPE_INT,
+ TYPE_UINT,
+ TYPE_FLOAT,
+ TYPE_FLOAT,
+ TYPE_VOID,
};
+ static_assert(sizeof(scalar_types) / sizeof(*scalar_types) == TYPE_MAX);
+
return scalar_types[p_type];
}
@@ -4340,8 +4350,18 @@ int ShaderLanguage::get_cardinality(DataType p_type) {
1,
1,
1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
};
+ static_assert(sizeof(cardinality_table) / sizeof(*cardinality_table) == TYPE_MAX);
+
return cardinality_table[p_type];
}
@@ -8170,25 +8190,27 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
};
[[fallthrough]];
case TK_INSTANCE: {
+ if (tk.type == TK_INSTANCE) {
#ifdef DEBUG_ENABLED
- keyword_completion_context = CF_UNIFORM_KEYWORD;
- if (_lookup_next(next)) {
- if (next.type == TK_UNIFORM) {
- keyword_completion_context ^= CF_UNIFORM_KEYWORD;
+ keyword_completion_context = CF_UNIFORM_KEYWORD;
+ if (_lookup_next(next)) {
+ if (next.type == TK_UNIFORM) {
+ keyword_completion_context ^= CF_UNIFORM_KEYWORD;
+ }
}
- }
#endif // DEBUG_ENABLED
- if (String(shader_type_identifier) != "spatial") {
- _set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier));
- return ERR_PARSE_ERROR;
- }
- if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) {
- tk = _get_token();
- if (tk.type != TK_UNIFORM) {
- _set_expected_after_error("uniform", "instance");
+ if (String(shader_type_identifier) != "spatial") {
+ _set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier));
return ERR_PARSE_ERROR;
}
- uniform_scope = ShaderNode::Uniform::SCOPE_INSTANCE;
+ if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) {
+ tk = _get_token();
+ if (tk.type != TK_UNIFORM) {
+ _set_expected_after_error("uniform", "instance");
+ return ERR_PARSE_ERROR;
+ }
+ uniform_scope = ShaderNode::Uniform::SCOPE_INSTANCE;
+ }
}
};
[[fallthrough]];
@@ -9717,6 +9739,25 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
+bool ShaderLanguage::is_builtin_func_out_parameter(const String &p_name, int p_param) {
+ int i = 0;
+ while (builtin_func_out_args[i].name) {
+ if (p_name == builtin_func_out_args[i].name) {
+ for (int j = 0; j < BuiltinFuncOutArgs::MAX_ARGS; j++) {
+ int arg = builtin_func_out_args[i].arguments[j];
+ if (arg == p_param) {
+ return true;
+ }
+ if (arg < 0) {
+ return false;
+ }
+ }
+ }
+ i++;
+ }
+ return false;
+}
+
#ifdef DEBUG_ENABLED
void ShaderLanguage::_check_warning_accums() {
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 1e302f5805..2534d1f252 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -1119,6 +1119,7 @@ public:
void clear();
static String get_shader_type(const String &p_code);
+ static bool is_builtin_func_out_parameter(const String &p_name, int p_param);
struct ShaderCompileInfo {
HashMap<StringName, FunctionInfo> functions;
diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h
index 17bde94902..dea9487af6 100644
--- a/servers/rendering/storage/environment_storage.h
+++ b/servers/rendering/storage/environment_storage.h
@@ -98,7 +98,7 @@ private:
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
- RID glow_map = RID();
+ RID glow_map;
// SSR
bool ssr_enabled = false;
@@ -143,7 +143,7 @@ private:
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
- RID color_correction = RID();
+ RID color_correction;
};
mutable RID_Owner<Environment, true> environment_owner;
diff --git a/servers/rendering/storage/particles_storage.h b/servers/rendering/storage/particles_storage.h
index ee4b8679b3..5ef54346f2 100644
--- a/servers/rendering/storage/particles_storage.h
+++ b/servers/rendering/storage/particles_storage.h
@@ -94,8 +94,6 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) = 0;
-
virtual void update_particles() = 0;
/* PARTICLES COLLISION */
@@ -116,7 +114,6 @@ public:
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision) = 0;
diff --git a/servers/rendering/storage/texture_storage.h b/servers/rendering/storage/texture_storage.h
index 3207181471..31fb5e8791 100644
--- a/servers/rendering/storage/texture_storage.h
+++ b/servers/rendering/storage/texture_storage.h
@@ -100,6 +100,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
+ virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const = 0;
+
/* Decal API */
virtual RID decal_allocate() = 0;
virtual void decal_initialize(RID p_rid) = 0;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 0c4d641a6f..a18a9d7460 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1691,6 +1691,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &RenderingServer::texture_get_path);
ClassDB::bind_method(D_METHOD("texture_set_force_redraw_if_visible", "texture", "enable"), &RenderingServer::texture_set_force_redraw_if_visible);
+ ClassDB::bind_method(D_METHOD("texture_get_rd_texture", "texture", "srgb"), &RenderingServer::texture_get_rd_texture_rid, DEFVAL(false));
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
@@ -2849,8 +2850,12 @@ void RenderingServer::init() {
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true);
GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
- GLOBAL_DEF("rendering/textures/lossless_compression/webp_compression_level", 2);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/lossless_compression/webp_compression_level", PropertyInfo(Variant::INT, "rendering/textures/lossless_compression/webp_compression_level", PROPERTY_HINT_RANGE, "0,9,1"));
+
+ GLOBAL_DEF("rendering/textures/webp_compression/compression_method", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/compression_method", PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1"));
+
+ GLOBAL_DEF("rendering/textures/webp_compression/lossless_compression_factor", 25);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/lossless_compression_factor", PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1"));
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 97fafd1b14..1d364dfcff 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -157,6 +157,8 @@ public:
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
+ virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const = 0;
+
/* SHADER API */
enum ShaderMode {
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index a5ee1d5726..ec4ae98397 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -72,6 +72,8 @@ void XRInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_passthrough_enabled"), &XRInterface::is_passthrough_enabled);
ClassDB::bind_method(D_METHOD("start_passthrough"), &XRInterface::start_passthrough);
ClassDB::bind_method(D_METHOD("stop_passthrough"), &XRInterface::stop_passthrough);
+ ClassDB::bind_method(D_METHOD("get_transform_for_view", "view", "cam_transform"), &XRInterface::get_transform_for_view);
+ ClassDB::bind_method(D_METHOD("get_projection_for_view", "view", "aspect", "near", "far"), &XRInterface::get_projection_for_view);
ADD_GROUP("AR", "ar_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ar_is_anchor_detection_enabled"), "set_anchor_detection_is_enabled", "get_anchor_detection_is_enabled");
@@ -165,11 +167,12 @@ RID XRInterface::get_vrs_texture() {
// Default logic will return a standard VRS image based on our target size and default projections.
// Note that this only gets called if VRS is supported on the hardware.
- Size2 texel_size = Size2(16.0, 16.0); // For now we assume we always use 16x16 texels, seems to be the standard.
+ int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
+ int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
int view_count = get_view_count();
Size2 target_size = get_render_target_size();
real_t aspect = target_size.x / target_size.y; // is this y/x ?
- Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_size.x), round(0.5 + target_size.y / texel_size.y));
+ Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_width), round(0.5 + target_size.y / texel_height));
real_t radius = vrs_size.length() * 0.5;
Size2 vrs_sizei = vrs_size;
@@ -177,6 +180,8 @@ RID XRInterface::get_vrs_texture() {
const uint8_t densities[] = {
0, // 1x1
1, // 1x2
+ // 2, // 1x4 - not supported
+ // 3, // 1x8 - not supported
// 4, // 2x1
5, // 2x2
6, // 2x4
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 86d328d41c..2960074dd2 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -138,8 +138,6 @@ public:
virtual bool start_passthrough() { return false; }
virtual void stop_passthrough() {}
- virtual void notification(int p_what){};
-
XRInterface();
~XRInterface();
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
index 89752b3017..2142ecd262 100644
--- a/servers/xr/xr_interface_extension.cpp
+++ b/servers/xr/xr_interface_extension.cpp
@@ -58,8 +58,6 @@ void XRInterfaceExtension::_bind_methods() {
GDVIRTUAL_BIND(_post_draw_viewport, "render_target", "screen_rect");
GDVIRTUAL_BIND(_end_frame);
- GDVIRTUAL_BIND(_notification, "what");
-
/** input and output **/
GDVIRTUAL_BIND(_get_suggested_tracker_names);
@@ -309,10 +307,6 @@ void XRInterfaceExtension::end_frame() {
GDVIRTUAL_CALL(_end_frame);
}
-void XRInterfaceExtension::notification(int p_what) {
- GDVIRTUAL_CALL(_notification, p_what);
-}
-
RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {
// In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine.
// So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too.
diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h
index 2235b57cb3..123626864d 100644
--- a/servers/xr/xr_interface_extension.h
+++ b/servers/xr/xr_interface_extension.h
@@ -123,7 +123,6 @@ public:
virtual bool pre_draw_viewport(RID p_render_target) override;
virtual Vector<BlitToScreen> post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) override;
virtual void end_frame() override;
- virtual void notification(int p_what) override;
GDVIRTUAL0(_process);
GDVIRTUAL0(_pre_render);
@@ -131,8 +130,6 @@ public:
GDVIRTUAL2(_post_draw_viewport, RID, const Rect2 &);
GDVIRTUAL0(_end_frame);
- GDVIRTUAL1(_notification, int);
-
/* access to some internals we need */
RID get_render_target_texture(RID p_render_target);
// RID get_render_target_depth(RID p_render_target);