/*************************************************************************/ /* effects_rd.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "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" bool EffectsRD::get_prefer_raster_effects() { return prefer_raster_effects; } 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.append_id(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.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.append_id(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, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.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.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); u.append_id(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; } void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) { memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant)); int dispatch_x = (p_size.x + 15) / 16; int dispatch_y = (p_size.y + 15) / 16; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline); FSR_upscale.push_constant.resolution_width = p_internal_size.width; FSR_upscale.push_constant.resolution_height = p_internal_size.height; FSR_upscale.push_constant.upscaled_width = p_size.width; FSR_upscale.push_constant.upscaled_height = p_size.height; FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness; //FSR Easc FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU; 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_secondary_texture), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //FSR Rcas FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); RD::get_singleton()->compute_list_end(compute_list); } void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0); ERR_FAIL_COND(shader.is_null()); memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant)); TAA_resolve.push_constant.resolution_width = p_resolution.width; TAA_resolve.push_constant.resolution_height = p_resolution.height; TAA_resolve.push_constant.disocclusion_threshold = 0.025f; TAA_resolve.push_constant.disocclusion_scale = 10.0f; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline); RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.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::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) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer."); 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::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, Vector p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer."); ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction."); luminance_reduce_raster.push_constant.max_luminance = p_max_luminance; luminance_reduce_raster.push_constant.min_luminance = p_min_luminance; luminance_reduce_raster.push_constant.exposure_adjust = p_adjust; for (int i = 0; i < p_reduce.size(); i++) { luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0]; luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1]; luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1); luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1); bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1); LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i]))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0); if (final) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1); } RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } } 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::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(bool p_prefer_raster_effects) { { Vector FSR_upscale_modes; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); #else // Everyone else can use normal mode when available. if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); } else { FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); } #endif FSR_upscale.shader.initialize(FSR_upscale_modes); FSR_upscale.shader_version = FSR_upscale.shader.version_create(); FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0)); } prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { Vector luminance_reduce_modes; luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL luminance_reduce_raster.shader.initialize(luminance_reduce_modes); memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant)); luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create(); for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } } else { // 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)); } for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { luminance_reduce_raster.pipelines[i].clear(); } } if (!prefer_raster_effects) { // 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)); } if (!prefer_raster_effects) { { 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 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)); } } { Vector taa_modes; taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); TAA_resolve.shader.initialize(taa_modes); TAA_resolve.shader_version = TAA_resolve.shader.version_create(); TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0)); } 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() { RD::get_singleton()->free(default_sampler); RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency FSR_upscale.shader.version_free(FSR_upscale.shader_version); TAA_resolve.shader.version_free(TAA_resolve.shader_version); if (prefer_raster_effects) { luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); } else { luminance_reduce.shader.version_free(luminance_reduce.shader_version); } if (!prefer_raster_effects) { roughness_limiter.shader.version_free(roughness_limiter.shader_version); sss.shader.version_free(sss.shader_version); } sort.shader.version_free(sort.shader_version); }