/*************************************************************************/ /* renderer_compositor_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 "renderer_compositor_rd.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" void RendererCompositorRD::prepare_for_blitting_render_targets() { RD::get_singleton()->prepare_screen_for_drawing(); } void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen); if (draw_list == RD::INVALID_ID) { return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors. } for (int i = 0; i < p_amount; i++) { RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target); ERR_CONTINUE(texture.is_null()); RID rd_texture = texture_storage->texture_get_rd_texture(texture); ERR_CONTINUE(rd_texture.is_null()); // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.append_id(blit.sampler); u.append_id(rd_texture); uniforms.push_back(u); RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0); render_target_descriptors[rd_texture] = uniform_set; } Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen)); BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]); RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0); blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x; blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y; blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width; blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height; blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width; blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height; blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width; blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height; blit.push_constant.layer = p_render_targets[i].multi_view.layer; blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x; blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y; blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1; blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2; blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale; blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); } RD::get_singleton()->draw_list_end(); } void RendererCompositorRD::begin_frame(double frame_step) { frame++; delta = frame_step; time += frame_step; double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); time = Math::fmod(time, time_roll_over); canvas->set_time(time); scene->set_time(time, frame_step); } void RendererCompositorRD::end_frame(bool p_swap_buffers) { #ifndef _MSC_VER #warning TODO: likely pass a bool to swap buffers to avoid display? #endif RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display? } void RendererCompositorRD::initialize() { { // Initialize blit Vector blit_modes; blit_modes.push_back("\n"); blit_modes.push_back("\n#define USE_LAYER\n"); blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n"); blit_modes.push_back("\n"); blit.shader.initialize(blit_modes); blit.shader_version = blit.shader.version_create(); for (int i = 0; i < BLIT_MODE_MAX; i++) { blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0); } //create index array for copy shader 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; } blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6); blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState()); } } uint64_t RendererCompositorRD::frame = 1; void RendererCompositorRD::finalize() { memdelete(scene); memdelete(canvas); memdelete(effects); memdelete(fog); memdelete(particles_storage); memdelete(light_storage); memdelete(mesh_storage); memdelete(material_storage); memdelete(texture_storage); memdelete(utilities); //only need to erase these, the rest are erased by cascade blit.shader.version_free(blit.shader_version); RD::get_singleton()->free(blit.index_buffer); RD::get_singleton()->free(blit.sampler); } void RendererCompositorRD::set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter) { RD::get_singleton()->prepare_screen_for_drawing(); RID texture = texture_storage->texture_allocate(); texture_storage->texture_2d_initialize(texture, p_image); RID rd_texture = texture_storage->texture_get_rd_texture(texture); RID uset; { Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.append_id(blit.sampler); u.append_id(rd_texture); uniforms.push_back(u); uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0); } Size2 window_size = DisplayServer::get_singleton()->window_get_size(); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); Rect2 screenrect; if (p_scale) { if (window_size.width > window_size.height) { //scale horizontally screenrect.size.y = window_size.height; screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y; screenrect.position.x = (window_size.width - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = window_size.width; screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x; screenrect.position.y = (window_size.height - screenrect.size.y) / 2; } } else { screenrect = imgrect; screenrect.position += ((window_size - screenrect.size) / 2.0).floor(); } screenrect.position /= window_size; screenrect.size /= window_size; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]); RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0); blit.push_constant.src_rect[0] = 0.0; blit.push_constant.src_rect[1] = 0.0; blit.push_constant.src_rect[2] = 1.0; blit.push_constant.src_rect[3] = 1.0; blit.push_constant.dst_rect[0] = screenrect.position.x; blit.push_constant.dst_rect[1] = screenrect.position.y; blit.push_constant.dst_rect[2] = screenrect.size.width; blit.push_constant.dst_rect[3] = screenrect.size.height; blit.push_constant.layer = 0; blit.push_constant.eye_center[0] = 0; blit.push_constant.eye_center[1] = 0; blit.push_constant.k1 = 0; blit.push_constant.k2 = 0; blit.push_constant.upscale = 1.0; blit.push_constant.aspect_ratio = 1.0; RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); RD::get_singleton()->swap_buffers(); texture_storage->texture_free(texture); } RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { uniform_set_cache = memnew(UniformSetCacheRD); framebuffer_cache = memnew(FramebufferCacheRD); { String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); if (shader_cache_dir.is_empty()) { shader_cache_dir = "user://"; } Ref da = DirAccess::open(shader_cache_dir); if (da.is_null()) { ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); } else { Error err = da->change_dir("shader_cache"); if (err != OK) { err = da->make_dir("shader_cache"); } if (err != OK) { ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); } else { shader_cache_dir = shader_cache_dir.plus_file("shader_cache"); bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled"); if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) { shader_cache_dir = String(); //disable only if not editor } if (!shader_cache_dir.is_empty()) { bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress"); bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression"); bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug"); ShaderRD::set_shader_cache_dir(shader_cache_dir); ShaderRD::set_shader_cache_save_compressed(compress); ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd); ShaderRD::set_shader_cache_save_debug(!strip_debug); } } } } singleton = this; utilities = memnew(RendererRD::Utilities); texture_storage = memnew(RendererRD::TextureStorage); material_storage = memnew(RendererRD::MaterialStorage); mesh_storage = memnew(RendererRD::MeshStorage); light_storage = memnew(RendererRD::LightStorage); particles_storage = memnew(RendererRD::ParticlesStorage); fog = memnew(RendererRD::Fog); canvas = memnew(RendererCanvasRenderRD()); back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end"); uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); if (back_end || textures_per_stage < 48) { scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile()); } else { // back_end == false // default to our high end renderer scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered()); } scene->init(); // now we're ready to create our effects, effects = memnew(EffectsRD(!scene->_render_buffers_can_be_storage())); } RendererCompositorRD::~RendererCompositorRD() { memdelete(uniform_set_cache); memdelete(framebuffer_cache); ShaderRD::set_shader_cache_dir(String()); }