summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
blob: f169692ea0c8da64c3d3dc6f4ba1c8cb2eaf0148 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
/*************************************************************************/
/*  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<RD::Uniform> 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<String> 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<uint8_t> 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<Image> &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<RD::Uniform> 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<DirAccess> 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.path_join("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());

	String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method");
	uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);

	if (rendering_method == "mobile" || textures_per_stage < 48) {
		scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
		if (rendering_method == "forward_plus") {
			WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
		}
	} else if (rendering_method == "forward_plus") {
		// default to our high end renderer
		scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
	} else {
		ERR_FAIL_MSG("Cannot instantiate RenderingDevice-based renderer with renderer type " + rendering_method);
	}

	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());
}