/*************************************************************************/ /* copy_effects.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "copy_effects.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" using namespace RendererRD; CopyEffects *CopyEffects::singleton = nullptr; CopyEffects *CopyEffects::get_singleton() { return singleton; } CopyEffects::CopyEffects(bool p_prefer_raster_effects) { singleton = this; prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { // init blur shader (on compute use copy shader) Vector blur_modes; blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR 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_raster.shader.initialize(blur_modes); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); blur_raster.shader_version = blur_raster.shader.version_create(); for (int i = 0; i < BLUR_MODE_MAX; i++) { blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } else { // not used in clustered for (int i = 0; i < BLUR_MODE_MAX; i++) { blur_raster.pipelines[i].clear(); } Vector copy_modes; copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n"); copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n"); copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n"); copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n"); copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n"); copy_modes.push_back("\n#define MODE_SET_COLOR\n"); copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n"); copy_modes.push_back("\n#define MODE_MIPMAP\n"); copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n"); copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n"); copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n"); copy.shader.initialize(copy_modes); memset(©.push_constant, 0, sizeof(CopyPushConstant)); copy.shader_version = copy.shader.version_create(); for (int i = 0; i < COPY_MODE_MAX; i++) { if (copy.shader.is_variant_enabled(i)) { copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i)); } } } { Vector copy_modes; copy_modes.push_back("\n"); copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); copy_modes.push_back("\n#define MULTIVIEW\n"); copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); copy_to_fb.shader.initialize(copy_modes); if (!RendererCompositorRD::singleton->is_xr_enabled()) { copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false); copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false); } copy_to_fb.shader_version = copy_to_fb.shader.version_create(); //use additive for (int i = 0; i < COPY_TO_FB_MAX; i++) { if (copy_to_fb.shader.is_variant_enabled(i)) { copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } else { copy_to_fb.pipelines[i].clear(); } } } } CopyEffects::~CopyEffects() { if (prefer_raster_effects) { blur_raster.shader.version_free(blur_raster.shader_version); } else { copy.shader.version_free(copy.shader_version); } copy_to_fb.shader.version_free(copy_to_fb.shader_version); singleton = nullptr; } void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_rect shader with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); if (p_flip_y) { copy.push_constant.flags |= COPY_FLAG_FLIP_Y; } if (p_force_luminance) { copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE; } if (p_all_source) { copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE; } if (p_alpha_to_one) { copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE; } copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_rect.size.width; copy.push_constant.section[3] = p_rect.size.height; copy.push_constant.target[0] = p_rect.position.x; copy.push_constant.target[1] = p_rect.position.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({ default_sampler, p_source_rd_texture })); RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); CopyMode mode = p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_cubemap_to_panorama shader with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_panorama_size.width; copy.push_constant.section[3] = p_panorama_size.height; copy.push_constant.target[0] = 0; copy.push_constant.target[1] = 0; copy.push_constant.camera_z_far = p_lod; // 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_cube(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_cube })); RD::Uniform u_dest_panorama(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_panorama); CopyMode mode = p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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_cube), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect shader with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); if (p_flip_y) { copy.push_constant.flags |= COPY_FLAG_FLIP_Y; } copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_rect.size.width; copy.push_constant.section[3] = p_rect.size.height; copy.push_constant.target[0] = p_rect.position.x; copy.push_constant.target[1] = p_rect.position.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({ default_sampler, p_source_rd_texture })); RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); CopyMode mode = COPY_MODE_SIMPLY_COPY_DEPTH; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::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) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize shader with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); if (p_flip_y) { copy.push_constant.flags |= COPY_FLAG_FLIP_Y; } copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_rect.size.width; copy.push_constant.section[3] = p_rect.size.height; copy.push_constant.target[0] = p_rect.position.x; copy.push_constant.target[1] = p_rect.position.y; copy.push_constant.camera_z_far = p_z_far; copy.push_constant.camera_z_near = p_z_near; // 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({ default_sampler, p_source_rd_texture })); RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); CopyMode mode = COPY_MODE_LINEARIZE_DEPTH; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::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, bool p_panorama) { 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(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); copy_to_fb.push_constant.use_section = true; 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; } // 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({ default_sampler, p_source_rd_texture })); CopyToFBMode mode = p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY; 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 = p_draw_list; 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(p_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, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); 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) { 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(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); if (p_flip_y) { copy_to_fb.push_constant.flip_y = true; } if (p_force_luminance) { copy_to_fb.push_constant.force_luminance = true; } if (p_alpha_to_zero) { copy_to_fb.push_constant.alpha_to_zero = true; } if (p_srgb) { copy_to_fb.push_constant.srgb = true; } // 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({ default_sampler, p_source_rd_texture })); CopyToFBMode mode; if (p_multiview) { mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW; } else { mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY; } 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(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector(), 1.0, 0, p_rect); 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(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); if (p_secondary.is_valid()) { // TODO may need to do this differently when reading from depth buffer for multiview RD::Uniform u_secondary(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_secondary })); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_secondary), 1); } 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, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy 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(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); // 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_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_texture })); RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, BLUR_MODE_COPY); ERR_FAIL_COND(shader.is_null()); // Just copy it back (we use our blur raster shader here).. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[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); RD::get_singleton()->draw_list_end(); } void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); copy.push_constant.section[0] = p_region.position.x; copy.push_constant.section[1] = p_region.position.y; copy.push_constant.section[2] = p_region.size.width; copy.push_constant.section[3] = p_region.size.height; // 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({ default_sampler, p_source_rd_texture })); RD::Uniform u_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_texture); CopyMode mode = p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY; 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); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); RD::get_singleton()->compute_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_grey) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW; uint32_t base_flags = 0; copy.push_constant.section[2] = p_size.x; copy.push_constant.section[3] = p_size.y; copy.push_constant.glow_strength = p_strength; copy.push_constant.glow_bloom = p_bloom; copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale; copy.push_constant.glow_exposure = p_exposure; copy.push_constant.glow_white = 0; //actually unused copy.push_constant.glow_luminance_cap = p_luminance_cap; copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also // 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({ default_sampler, p_source_rd_texture })); RD::Uniform u_back_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_back_texture); RID shader = copy.shader.version_get_shader(copy.shader_version, copy_mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3); if (p_auto_exposure.is_valid() && p_first_pass) { RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_auto_exposure })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1); } copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; uint32_t base_flags = 0; 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); blur_raster.push_constant.glow_strength = p_strength; blur_raster.push_constant.glow_bloom = p_bloom; blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale; blur_raster.push_constant.glow_exposure = p_exposure; blur_raster.push_constant.glow_white = 0; //actually unused blur_raster.push_constant.glow_luminance_cap = p_luminance_cap; blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier; // 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({ default_sampler, p_source_rd_texture })); RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_rd_texture_half })); RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); ERR_FAIL_COND(shader.is_null()); //HORIZONTAL RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); if (p_auto_exposure.is_valid() && p_first_pass) { RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_auto_exposure })); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1); } RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0); 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(); blur_mode = BLUR_MODE_GAUSSIAN_GLOW; shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); ERR_FAIL_COND(shader.is_null()); //VERTICAL draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); blur_raster.push_constant.flags = base_flags; 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::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the make_mipmap shader with the mobile 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(©.push_constant, 0, sizeof(CopyPushConstant)); copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_size.width; copy.push_constant.section[3] = p_size.height; // 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({ default_sampler, p_source_rd_texture })); RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); CopyMode mode = COPY_MODE_MIPMAP; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); RD::get_singleton()->compute_list_end(); } void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap 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(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); BlurRasterMode mode = BLUR_MIPMAP; 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({ default_sampler, p_source_rd_texture })); RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::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::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the set_color shader with the mobile renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); memset(©.push_constant, 0, sizeof(CopyPushConstant)); copy.push_constant.section[0] = 0; copy.push_constant.section[1] = 0; copy.push_constant.section[2] = p_region.size.width; copy.push_constant.section[3] = p_region.size.height; copy.push_constant.target[0] = p_region.position.x; copy.push_constant.target[1] = p_region.position.y; copy.push_constant.set_color[0] = p_color.r; copy.push_constant.set_color[1] = p_color.g; copy.push_constant.set_color[2] = p_color.b; copy.push_constant.set_color[3] = p_color.a; // setup our uniforms RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); CopyMode mode = p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR; RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID 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, 3, u_dest_texture), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); RD::get_singleton()->compute_list_end(); }