/*************************************************************************/ /* effects_rd.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "effects_rd.h" #include "core/config/project_settings.h" #include "core/math/math_defs.h" #include "core/os/os.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "thirdparty/misc/cubemap_coeffs.h" static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } RID EffectsRD::_get_uniform_set_from_image(RID p_image) { if (image_to_uniform_set_cache.has(p_image)) { RID uniform_set = image_to_uniform_set_cache[p_image]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.ids.push_back(p_image); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1); image_to_uniform_set_cache[p_image] = uniform_set; return uniform_set; } RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_uniform_set_cache[p_texture]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //anything with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0); texture_to_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_compute_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_compute_uniform_set_cache[p_texture]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0); texture_to_compute_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) { TextureSamplerPair tsp; tsp.texture = p_texture; tsp.sampler = p_sampler; if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) { RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_sampler); u.ids.push_back(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0); texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set; return uniform_set; } RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) { TexturePair tp; tp.texture1 = p_texture1; tp.texture2 = p_texture2; if (texture_pair_to_compute_uniform_set_cache.has(tp)) { RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture1); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 1; u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.ids.push_back(p_texture2); uniforms.push_back(u); } //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1); texture_pair_to_compute_uniform_set_cache[tp] = uniform_set; return uniform_set; } RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) { TexturePair tp; tp.texture1 = p_texture1; tp.texture2 = p_texture2; if (image_pair_to_compute_uniform_set_cache.has(tp)) { RID uniform_set = image_pair_to_compute_uniform_set_cache[tp]; if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { return uniform_set; } } Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.ids.push_back(p_texture1); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.ids.push_back(p_texture2); uniforms.push_back(u); } //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3); image_pair_to_compute_uniform_set_cache[tp] = uniform_set; return uniform_set; } void EffectsRD::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) { 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; } RD::DrawListID draw_list = p_draw_list; RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_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, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::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) { 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; } 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[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_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, _get_uniform_set_from_texture(p_source_rd_texture), 0); if (p_secondary.is_valid()) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1); } RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::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) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::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) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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(); } void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) { memset(©.push_constant, 0, sizeof(CopyPushConstant)); uint32_t base_flags = 0; 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; //HORIZONTAL RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL; 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_add_barrier(compute_list); //VERTICAL RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3); copy.push_constant.flags = base_flags; 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 EffectsRD::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_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { 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_treshold; 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 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, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); if (p_auto_exposure.is_valid() && p_first_pass) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_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 EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); { //scale color and depth to half ssr_scale.push_constant.camera_z_far = p_camera.get_z_far(); ssr_scale.push_constant.camera_z_near = p_camera.get_z_near(); ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal(); ssr_scale.push_constant.filter = false; //enabling causes arctifacts ssr_scale.push_constant.screen_size[0] = p_screen_size.x; ssr_scale.push_constant.screen_size[1] = p_screen_size.y; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); } { ssr.push_constant.camera_z_far = p_camera.get_z_far(); ssr.push_constant.camera_z_near = p_camera.get_z_near(); ssr.push_constant.orthogonal = p_camera.is_orthogonal(); ssr.push_constant.screen_size[0] = p_screen_size.x; ssr.push_constant.screen_size[1] = p_screen_size.y; ssr.push_constant.curve_fade_in = p_fade_in; ssr.push_constant.distance_fade = p_fade_out; ssr.push_constant.num_steps = p_max_steps; ssr.push_constant.depth_tolerance = p_tolerance; ssr.push_constant.use_half_res = true; ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255); ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255); ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255); ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255); store_camera(p_camera, ssr.push_constant.projection); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant)); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0); if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); } if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) { //blur RD::get_singleton()->compute_list_add_barrier(compute_list); ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal(); ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0)); ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; ssr_filter.push_constant.vertical = 0; if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) { ssr_filter.push_constant.steps = p_max_steps / 3; ssr_filter.push_constant.increment = 3; } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) { ssr_filter.push_constant.steps = p_max_steps / 2; ssr_filter.push_constant.increment = 2; } else { ssr_filter.push_constant.steps = p_max_steps; ssr_filter.push_constant.increment = 1; } ssr_filter.push_constant.screen_size[0] = p_screen_size.width; ssr_filter.push_constant.screen_size[1] = p_screen_size.height; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); ssr_filter.push_constant.vertical = 1; RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); } RD::get_singleton()->compute_list_end(); } void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); p.normal /= p.d; float unit_size = p.normal.x; { //scale color and depth to half sss.push_constant.camera_z_far = p_camera.get_z_far(); sss.push_constant.camera_z_near = p_camera.get_z_near(); sss.push_constant.orthogonal = p_camera.is_orthogonal(); sss.push_constant.unit_size = unit_size; sss.push_constant.screen_size[0] = p_screen_size.x; sss.push_constant.screen_size[1] = p_screen_size.y; sss.push_constant.vertical = false; sss.push_constant.scale = p_scale; sss.push_constant.depth_scale = p_depth_scale; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2); sss.push_constant.vertical = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_end(); } } void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) { 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()); if (p_reflection.is_valid()) { if (p_base.is_valid()) { RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].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, _get_uniform_set_from_texture(p_base), 2); } else { RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].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, _get_uniform_set_from_texture(p_specular), 0); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1); } else { if (p_base.is_valid()) { RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].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, _get_uniform_set_from_texture(p_base), 2); } else { RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].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, _get_uniform_set_from_texture(p_specular), 0); } RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { 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; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip) { CopyToDPPushConstant push_constant; push_constant.screen_rect[0] = p_rect.position.x; push_constant.screen_rect[1] = p_rect.position.y; push_constant.screen_rect[2] = p_rect.size.width; push_constant.screen_rect[3] = p_rect.size.height; push_constant.z_far = p_z_far; push_constant.z_near = p_z_near; push_constant.z_flip = p_dp_flip; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER); } void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) { memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant)); tonemap.push_constant.use_bcs = p_settings.use_bcs; tonemap.push_constant.bcs[0] = p_settings.brightness; tonemap.push_constant.bcs[1] = p_settings.contrast; tonemap.push_constant.bcs[2] = p_settings.saturation; tonemap.push_constant.use_glow = p_settings.use_glow; tonemap.push_constant.glow_intensity = p_settings.glow_intensity; tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1]; tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2]; tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3]; tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4]; tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5]; tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6]; tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x; tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y; tonemap.push_constant.glow_mode = p_settings.glow_mode; int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL; if (p_settings.use_1d_color_correction) { mode += 2; } tonemap.push_constant.tonemapper = p_settings.tonemap_mode; tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; tonemap.push_constant.exposure = p_settings.exposure; tonemap.push_constant.white = p_settings.white; tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; tonemap.push_constant.use_color_correction = p_settings.use_color_correction; tonemap.push_constant.use_fxaa = p_settings.use_fxaa; tonemap.push_constant.use_debanding = p_settings.use_debanding; tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x; tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y; if (p_settings.view_count > 1) { // Use MULTIVIEW versions mode += 4; } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3); RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { luminance_reduce.push_constant.source_size[0] = p_source_size.x; luminance_reduce.push_constant.source_size[1] = p_source_size.y; luminance_reduce.push_constant.max_luminance = p_max_luminance; luminance_reduce.push_constant.min_luminance = p_min_luminance; luminance_reduce.push_constant.exposure_adjust = p_adjust; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); for (int i = 0; i < p_reduce.size(); i++) { if (i == 0) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0); } else { RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done if (i == p_reduce.size() - 1 && !p_set) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2); } else { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1); luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1); luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1); } RD::get_singleton()->compute_list_end(); } void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { bokeh.push_constant.blur_far_active = p_dof_far; bokeh.push_constant.blur_far_begin = p_dof_far_begin; bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; bokeh.push_constant.blur_near_active = p_dof_near; bokeh.push_constant.blur_near_begin = p_dof_near_begin; bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); bokeh.push_constant.use_jitter = p_use_jitter; bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; bokeh.push_constant.z_near = p_cam_znear; bokeh.push_constant.z_far = p_cam_zfar; bokeh.push_constant.orthogonal = p_cam_orthogonal; bokeh.push_constant.blur_size = p_bokeh_size; bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; bokeh.push_constant.blur_scale = 0.5; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); /* FIRST PASS */ // The alpha channel of the source color texture is filled with the expected circle size // If used for DOF far, the size is positive, if used for near, its negative. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1); bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { //second pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]); static const int quality_samples[4] = { 6, 12, 12, 24 }; bokeh.push_constant.steps = quality_samples[p_quality]; if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; bokeh.push_constant.half_size = true; bokeh.push_constant.blur_size *= 0.5; } else { //medium and high quality use full size RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //third pass bokeh.push_constant.second_pass = true; if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); RD::get_singleton()->compute_list_add_barrier(compute_list); if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { //forth pass, upscale for low quality RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1); bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); } } else { //circle //second pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; bokeh.push_constant.steps = 0; bokeh.push_constant.blur_scale = quality_scale[p_quality]; //circle always runs in half size, otherwise too expensive RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; bokeh.push_constant.half_size = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //circle is just one pass, then upscale // upscale RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); bokeh.push_constant.size[0] = p_base_texture_size.x; bokeh.push_constant.size[1] = p_base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); } RD::get_singleton()->compute_list_end(); } void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); } for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } ssao.gather_push_constant.pass_coord_offset[0] = i % 2; ssao.gather_push_constant.pass_coord_offset[1] = i / 2; ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; ssao.gather_push_constant.pass = i; RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2); RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); } RD::get_singleton()->compute_list_add_barrier(p_compute_list); } void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector &p_depth_mipmaps, RID p_ao, const Vector p_ao_slices, RID p_ao_pong, const Vector p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->draw_command_begin_label("SSAO"); /* FIRST PASS */ // Downsample and deinterleave the depth buffer. { RD::get_singleton()->draw_command_begin_label("Downsample Depth"); if (p_invalidate_uniform_sets) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.ids.push_back(p_depth_mipmaps[1]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.ids.push_back(p_depth_mipmaps[2]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; u.ids.push_back(p_depth_mipmaps[3]); uniforms.push_back(u); } r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2); } float depth_linearize_mul = -p_projection.matrix[3][2]; float depth_linearize_add = p_projection.matrix[2][2]; if (depth_linearize_mul * depth_linearize_add < 0) { depth_linearize_add = -depth_linearize_add; } ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); ssao.downsample_push_constant.z_near = depth_linearize_mul; ssao.downsample_push_constant.z_far = depth_linearize_add; if (ssao.downsample_push_constant.orthogonal) { ssao.downsample_push_constant.z_near = p_projection.get_z_near(); ssao.downsample_push_constant.z_far = p_projection.get_z_far(); } ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius; int downsample_pipeline = SSAO_DOWNSAMPLE; if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { downsample_pipeline = SSAO_DOWNSAMPLE_HALF; } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP; } if (p_settings.half_size) { downsample_pipeline++; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1); if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant)); Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1))); RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); // Downsample SSAO } /* SECOND PASS */ // Sample SSAO { RD::get_singleton()->draw_command_begin_label("Gather Samples"); ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; float radius_near_limit = (p_settings.radius * 1.2f); if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) { radius_near_limit *= 1.50f; if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { ssao.gather_push_constant.radius *= 0.8f; } if (p_settings.half_size) { ssao.gather_push_constant.radius *= 0.5f; } } radius_near_limit /= tan_half_fov_y; ssao.gather_push_constant.radius = p_settings.radius; ssao.gather_push_constant.intensity = p_settings.intensity; ssao.gather_push_constant.shadow_power = p_settings.power; ssao.gather_push_constant.shadow_clamp = 0.98; ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; ssao.gather_push_constant.detail_intensity = p_settings.detail; ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1); ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; if (p_invalidate_uniform_sets) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(ssao.mirror_sampler); u.ids.push_back(p_depth_mipmaps_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.ids.push_back(p_normal_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; u.ids.push_back(ssao.gather_constants_buffer); uniforms.push_back(u); } r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0); } if (p_invalidate_uniform_sets) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.ids.push_back(p_ao_pong); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 1; u.ids.push_back(default_sampler); u.ids.push_back(p_importance_map); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.ids.push_back(ssao.importance_map_load_counter); uniforms.push_back(u); } r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); } if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) { RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; ssao.importance_map_push_constant.intensity = p_settings.intensity; ssao.importance_map_push_constant.power = p_settings.power; //base pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID()); //generate importance map RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process importance map A RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process Importance Map B RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); RD::get_singleton()->draw_command_end_label(); // Importance Map } else { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); } gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set); RD::get_singleton()->draw_command_end_label(); // Gather SSAO } // /* THIRD PASS */ // // Blur // { RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; for (int pass = 0; pass < blur_passes; pass++) { int blur_pipeline = SSAO_BLUR_PASS; if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { if (pass < blur_passes - 2) { blur_pipeline = SSAO_BLUR_PASS_WIDE; } blur_pipeline = SSAO_BLUR_PASS_SMART; } for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); if (pass % 2 == 0) { if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1); } else { if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); } if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_add_barrier(compute_list); } } RD::get_singleton()->draw_command_end_label(); // Blur } /* FOURTH PASS */ // Interleave buffers // back to full size { RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); int interleave_pipeline = SSAO_INTERLEAVE_HALF; if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) { interleave_pipeline = SSAO_INTERLEAVE; } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { interleave_pipeline = SSAO_INTERLEAVE_SMART; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0); if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1); } else { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); // Interleave } RD::get_singleton()->draw_command_end_label(); //SSAO RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { roughness_limiter.push_constant.screen_size[0] = p_size.x; roughness_limiter.push_constant.screen_size[1] = p_size.y; roughness_limiter.push_constant.curve = p_curve; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1); RD::get_singleton()->compute_list_end(); } void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id; roughness.push_constant.roughness = p_roughness; roughness.push_constant.sample_count = p_sample_count; roughness.push_constant.use_direct_write = p_roughness == 0.0; roughness.push_constant.face_size = p_size; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_framebuffer), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); int x_groups = (p_size - 1) / 8 + 1; int y_groups = (p_size - 1) / 8 + 1; RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1); RD::get_singleton()->compute_list_end(); } void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) { cubemap_downsampler.push_constant.face_size = p_size.x; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1); int x_groups = (p_size.x - 1) / 8 + 1; int y_groups = (p_size.y - 1) / 8 + 1; RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face RD::get_singleton()->compute_list_end(); } void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector p_dest_cubemap, bool p_use_array) { Vector uniforms; for (int i = 0; i < p_dest_cubemap.size(); i++) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = i; u.ids.push_back(p_dest_cubemap[i]); uniforms.push_back(u); } if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { RD::get_singleton()->free(filter.image_uniform_set); } filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, 0), 2); int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY; pipeline = filter.use_high_quality ? pipeline : pipeline + 1; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.pipelines[pipeline]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2); int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64 RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face RD::get_singleton()->compute_list_end(); } void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { ResolvePushConstant push_constant; push_constant.screen_size[0] = p_screen_size.x; push_constant.screen_size[1] = p_screen_size.y; push_constant.samples = p_samples; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1); if (p_source_voxel_gi.is_valid()) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); RD::get_singleton()->compute_list_end(p_barrier); } void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { Sort::PushConstant push_constant; push_constant.total_elements = p_size; bool done = true; int numThreadGroups = ((p_size - 1) >> 9) + 1; if (numThreadGroups > 1) { done = false; } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1); int presorted = 512; while (!done) { RD::get_singleton()->compute_list_add_barrier(compute_list); done = true; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]); numThreadGroups = 0; if (p_size > presorted) { if (p_size > presorted * 2) { done = false; } int pow2 = presorted; while (pow2 < p_size) { pow2 *= 2; } numThreadGroups = pow2 >> 9; } unsigned int nMergeSize = presorted * 2; for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) { push_constant.job_params[0] = nMergeSubSize; if (nMergeSubSize == nMergeSize >> 1) { push_constant.job_params[1] = (2 * nMergeSubSize - 1); push_constant.job_params[2] = -1; } else { push_constant.job_params[1] = nMergeSubSize; push_constant.job_params[2] = 1; } push_constant.job_params[3] = 0; RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1); presorted *= 2; } RD::get_singleton()->compute_list_end(); } EffectsRD::EffectsRD() { { // Initialize copy 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_GLOW\n"); copy_modes.push_back("\n#define MODE_GAUSSIAN_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++) { 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_to_fb.shader.initialize(copy_modes); copy_to_fb.shader_version = copy_to_fb.shader.version_create(); //use additive for (int i = 0; i < COPY_TO_FB_MAX; 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); } } { // Initialize roughness Vector cubemap_roughness_modes; cubemap_roughness_modes.push_back(""); roughness.shader.initialize(cubemap_roughness_modes); roughness.shader_version = roughness.shader.version_create(); roughness.pipeline = RD::get_singleton()->compute_pipeline_create(roughness.shader.version_get_shader(roughness.shader_version, 0)); } { // Initialize tonemapper Vector tonemap_modes; tonemap_modes.push_back("\n"); tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n"); tonemap_modes.push_back("\n#define USE_1D_LUT\n"); tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); // multiview versions of our shaders tonemap_modes.push_back("\n#define MULTIVIEW\n"); tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n"); tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n"); tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); tonemap.shader.initialize(tonemap_modes); if (!RendererCompositorRD::singleton->is_xr_enabled()) { tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false); tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false); tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false); tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false); } tonemap.shader_version = tonemap.shader.version_create(); for (int i = 0; i < TONEMAP_MODE_MAX; i++) { if (tonemap.shader.is_variant_enabled(i)) { tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } else { tonemap.pipelines[i].clear(); } } } { // Initialize luminance_reduce Vector luminance_reduce_modes; luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n"); luminance_reduce_modes.push_back("\n"); luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n"); luminance_reduce.shader.initialize(luminance_reduce_modes); luminance_reduce.shader_version = luminance_reduce.shader.version_create(); for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) { luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i)); } } { // Initialize copier Vector copy_modes; copy_modes.push_back("\n"); cube_to_dp.shader.initialize(copy_modes); cube_to_dp.shader_version = cube_to_dp.shader.version_create(); RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); RD::PipelineDepthStencilState dss; dss.enable_depth_test = true; dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS; dss.enable_depth_write = true; cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0); } { // Initialize bokeh Vector bokeh_modes; bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n"); bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); bokeh.shader.initialize(bokeh_modes); bokeh.shader_version = bokeh.shader.version_create(); for (int i = 0; i < BOKEH_MAX; i++) { bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i)); } } { // Initialize ssao RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.max_lod = 4; ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler); uint32_t pipeline = 0; { Vector ssao_modes; ssao_modes.push_back("\n"); ssao_modes.push_back("\n#define USE_HALF_SIZE\n"); ssao_modes.push_back("\n#define GENERATE_MIPS\n"); ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE"); ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n"); ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE"); ssao.downsample_shader.initialize(ssao_modes); ssao.downsample_shader_version = ssao.downsample_shader.version_create(); for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n"); ssao_modes.push_back("\n#define SSAO_BASE\n"); ssao_modes.push_back("\n#define ADAPTIVE\n"); ssao.gather_shader.initialize(ssao_modes); ssao.gather_shader_version = ssao.gather_shader.version_create(); for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER)); pipeline++; } ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants)); SSAOGatherConstants gather_constants; const int sub_pass_count = 5; for (int pass = 0; pass < 4; pass++) { for (int subPass = 0; subPass < sub_pass_count; subPass++) { int a = pass; int b = subPass; int spmap[5]{ 0, 1, 4, 3, 2 }; b = spmap[subPass]; float ca, sa; float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; ca = Math::cos(angle0); sa = Math::sin(angle0); float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; } } RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants); } { Vector ssao_modes; ssao_modes.push_back("\n#define GENERATE_MAP\n"); ssao_modes.push_back("\n#define PROCESS_MAPA\n"); ssao_modes.push_back("\n#define PROCESS_MAPB\n"); ssao.importance_map_shader.initialize(ssao_modes); ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); pipeline++; } ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(ssao.importance_map_load_counter); uniforms.push_back(u); } ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); } { Vector ssao_modes; ssao_modes.push_back("\n#define MODE_NON_SMART\n"); ssao_modes.push_back("\n#define MODE_SMART\n"); ssao_modes.push_back("\n#define MODE_WIDE\n"); ssao.blur_shader.initialize(ssao_modes); ssao.blur_shader_version = ssao.blur_shader.version_create(); for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n#define MODE_NON_SMART\n"); ssao_modes.push_back("\n#define MODE_SMART\n"); ssao_modes.push_back("\n#define MODE_HALF\n"); ssao.interleave_shader.initialize(ssao_modes); ssao.interleave_shader_version = ssao.interleave_shader.version_create(); for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); pipeline++; } } ERR_FAIL_COND(pipeline != SSAO_MAX); } { // Initialize roughness limiter Vector shader_modes; shader_modes.push_back(""); roughness_limiter.shader.initialize(shader_modes); roughness_limiter.shader_version = roughness_limiter.shader.version_create(); roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0)); } { //Initialize cubemap downsampler Vector cubemap_downsampler_modes; cubemap_downsampler_modes.push_back(""); cubemap_downsampler.shader.initialize(cubemap_downsampler_modes); cubemap_downsampler.shader_version = cubemap_downsampler.shader.version_create(); cubemap_downsampler.pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.shader.version_get_shader(cubemap_downsampler.shader_version, 0)); } { // Initialize cubemap filter filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality"); Vector cubemap_filter_modes; cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n"); cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n"); cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n"); cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n"); filter.shader.initialize(cubemap_filter_modes); filter.shader_version = filter.shader.version_create(); for (int i = 0; i < FILTER_MODE_MAX; i++) { filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.shader.version_get_shader(filter.shader_version, i)); } if (filter.use_high_quality) { filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs)); RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]); } else { filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs)); RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]); } Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(filter.coefficient_buffer); uniforms.push_back(u); } filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); } { Vector specular_modes; specular_modes.push_back("\n#define MODE_MERGE\n"); specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); specular_modes.push_back("\n"); specular_modes.push_back("\n#define MODE_SSR\n"); specular_merge.shader.initialize(specular_modes); specular_merge.shader_version = specular_merge.shader.version_create(); //use additive RD::PipelineColorBlendState::Attachment ba; ba.enable_blend = true; ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE; ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; ba.color_blend_op = RD::BLEND_OP_ADD; ba.alpha_blend_op = RD::BLEND_OP_ADD; RD::PipelineColorBlendState blend_additive; blend_additive.attachments.push_back(ba); for (int i = 0; i < SPECULAR_MERGE_MAX; i++) { RD::PipelineColorBlendState blend_state; if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) { blend_state = blend_additive; } else { blend_state = RD::PipelineColorBlendState::create_disabled(); } specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); } } { Vector ssr_modes; ssr_modes.push_back("\n"); ssr_modes.push_back("\n#define MODE_ROUGH\n"); ssr.shader.initialize(ssr_modes); ssr.shader_version = ssr.shader.version_create(); for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i)); } } { Vector ssr_filter_modes; ssr_filter_modes.push_back("\n"); ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); ssr_filter.shader.initialize(ssr_filter_modes); ssr_filter.shader_version = ssr_filter.shader.version_create(); for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i)); } } { Vector ssr_scale_modes; ssr_scale_modes.push_back("\n"); ssr_scale.shader.initialize(ssr_scale_modes); ssr_scale.shader_version = ssr_scale.shader.version_create(); ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0)); } { Vector sss_modes; sss_modes.push_back("\n#define USE_11_SAMPLES\n"); sss_modes.push_back("\n#define USE_17_SAMPLES\n"); sss_modes.push_back("\n#define USE_25_SAMPLES\n"); sss.shader.initialize(sss_modes); sss.shader_version = sss.shader.version_create(); for (int i = 0; i < sss_modes.size(); i++) { sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); } } { Vector resolve_modes; resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); resolve.shader.initialize(resolve_modes); resolve.shader_version = resolve.shader.version_create(); for (int i = 0; i < RESOLVE_MODE_MAX; i++) { resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); } } { Vector sort_modes; sort_modes.push_back("\n#define MODE_SORT_BLOCK\n"); sort_modes.push_back("\n#define MODE_SORT_STEP\n"); sort_modes.push_back("\n#define MODE_SORT_INNER\n"); sort.shader.initialize(sort_modes); sort.shader_version = sort.shader.version_create(); for (int i = 0; i < SORT_MODE_MAX; i++) { sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i)); } } RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.max_lod = 0; default_sampler = RD::get_singleton()->sampler_create(sampler); RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler"); sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR; sampler.max_lod = 1e20; default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler); RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler"); { //create index array for copy shaders Vector pv; pv.resize(6 * 4); { uint8_t *w = pv.ptrw(); int *p32 = (int *)w; p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6); } } EffectsRD::~EffectsRD() { if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { RD::get_singleton()->free(filter.image_uniform_set); } if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) { RD::get_singleton()->free(filter.uniform_set); } RD::get_singleton()->free(default_sampler); RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency RD::get_singleton()->free(filter.coefficient_buffer); RD::get_singleton()->free(ssao.mirror_sampler); RD::get_singleton()->free(ssao.gather_constants_buffer); RD::get_singleton()->free(ssao.importance_map_load_counter); bokeh.shader.version_free(bokeh.shader_version); copy.shader.version_free(copy.shader_version); copy_to_fb.shader.version_free(copy_to_fb.shader_version); cube_to_dp.shader.version_free(cube_to_dp.shader_version); cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version); filter.shader.version_free(filter.shader_version); luminance_reduce.shader.version_free(luminance_reduce.shader_version); resolve.shader.version_free(resolve.shader_version); roughness.shader.version_free(roughness.shader_version); roughness_limiter.shader.version_free(roughness_limiter.shader_version); sort.shader.version_free(sort.shader_version); specular_merge.shader.version_free(specular_merge.shader_version); ssao.blur_shader.version_free(ssao.blur_shader_version); ssao.gather_shader.version_free(ssao.gather_shader_version); ssao.downsample_shader.version_free(ssao.downsample_shader_version); ssao.interleave_shader.version_free(ssao.interleave_shader_version); ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); ssr.shader.version_free(ssr.shader_version); ssr_filter.shader.version_free(ssr_filter.shader_version); ssr_scale.shader.version_free(ssr_scale.shader_version); sss.shader.version_free(sss.shader_version); tonemap.shader.version_free(tonemap.shader_version); }