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- /**************************************************************************/
- /* copy_effects.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "copy_effects.h"
- #include "core/config/project_settings.h"
- #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
- #include "thirdparty/misc/cubemap_coeffs.h"
- using namespace RendererRD;
- CopyEffects *CopyEffects::singleton = nullptr;
- CopyEffects *CopyEffects::get_singleton() {
- return singleton;
- }
- CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
- singleton = this;
- prefer_raster_effects = p_prefer_raster_effects;
- if (prefer_raster_effects) {
- // init blur shader (on compute use copy shader)
- Vector<String> blur_modes;
- blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
- blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
- blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
- blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR
- blur_raster.shader.initialize(blur_modes);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- blur_raster.shader_version = blur_raster.shader.version_create();
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- } else {
- // not used in clustered
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur_raster.pipelines[i].clear();
- }
- }
- {
- Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
- copy_modes.push_back("\n#define MODE_SET_COLOR\n");
- copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_MIPMAP\n");
- copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
- copy.shader.initialize(copy_modes);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- copy.shader_version = copy.shader.version_create();
- for (int i = 0; i < COPY_MODE_MAX; i++) {
- if (copy.shader.is_variant_enabled(i)) {
- copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
- }
- }
- }
- {
- Vector<String> copy_modes;
- copy_modes.push_back("\n"); // COPY_TO_FB_COPY
- copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); // COPY_TO_FB_COPY_PANORAMA_TO_DP
- copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
- copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR
- copy_modes.push_back("\n#define USE_MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
- copy_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
- copy_to_fb.shader.initialize(copy_modes);
- if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
- copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false);
- copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false);
- }
- copy_to_fb.shader_version = copy_to_fb.shader.version_create();
- //use additive
- for (int i = 0; i < COPY_TO_FB_MAX; i++) {
- if (copy_to_fb.shader.is_variant_enabled(i)) {
- copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- copy_to_fb.pipelines[i].clear();
- }
- }
- }
- {
- // Initialize copier
- Vector<String> 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 cubemap downsampler
- Vector<String> cubemap_downsampler_modes;
- cubemap_downsampler_modes.push_back("");
- if (prefer_raster_effects) {
- cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes);
- cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create();
- cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes);
- cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
- cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
- cubemap_downsampler.raster_pipeline.clear();
- }
- }
- {
- // Initialize cubemap filter
- filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality");
- Vector<String> 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");
- 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]);
- }
- if (prefer_raster_effects) {
- filter.raster_shader.initialize(cubemap_filter_modes);
- // array variants are not supported in raster
- filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false);
- filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false);
- filter.shader_version = filter.raster_shader.version_create();
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- if (filter.raster_shader.is_variant_enabled(i)) {
- filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- filter.raster_pipelines[i].clear();
- }
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(filter.coefficient_buffer);
- uniforms.push_back(u);
- }
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
- } else {
- filter.compute_shader.initialize(cubemap_filter_modes);
- filter.shader_version = filter.compute_shader.version_create();
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
- filter.raster_pipelines[i].clear();
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(filter.coefficient_buffer);
- uniforms.push_back(u);
- }
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
- }
- }
- {
- // Initialize roughness
- Vector<String> cubemap_roughness_modes;
- cubemap_roughness_modes.push_back("");
- if (prefer_raster_effects) {
- roughness.raster_shader.initialize(cubemap_roughness_modes);
- roughness.shader_version = roughness.raster_shader.version_create();
- roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- } else {
- roughness.compute_shader.initialize(cubemap_roughness_modes);
- roughness.shader_version = roughness.compute_shader.version_create();
- roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
- roughness.raster_pipeline.clear();
- }
- }
- {
- Vector<String> specular_modes;
- specular_modes.push_back("\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD
- specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR
- specular_modes.push_back("\n"); // SPECULAR_MERGE_ADDITIVE_ADD
- specular_modes.push_back("\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR
- specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD_MULTIVIEW
- specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR_MULTIVIEW
- specular_modes.push_back("\n#define USE_MULTIVIEW\n"); // SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW
- specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW
- specular_merge.shader.initialize(specular_modes);
- if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
- specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADD_MULTIVIEW, false);
- specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_SSR_MULTIVIEW, false);
- specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, false);
- specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, false);
- }
- 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_ZERO;
- ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- 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++) {
- if (specular_merge.shader.is_variant_enabled(i)) {
- RD::PipelineColorBlendState blend_state;
- if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR || i == SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW || i == SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW) {
- 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);
- }
- }
- }
- }
- CopyEffects::~CopyEffects() {
- if (prefer_raster_effects) {
- blur_raster.shader.version_free(blur_raster.shader_version);
- cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
- filter.raster_shader.version_free(filter.shader_version);
- roughness.raster_shader.version_free(roughness.shader_version);
- } else {
- cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
- filter.compute_shader.version_free(filter.shader_version);
- roughness.compute_shader.version_free(roughness.shader_version);
- }
- copy.shader.version_free(copy.shader_version);
- specular_merge.shader.version_free(specular_merge.shader_version);
- RD::get_singleton()->free(filter.coefficient_buffer);
- 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);
- }
- copy_to_fb.shader.version_free(copy_to_fb.shader_version);
- cube_to_dp.shader.version_free(cube_to_dp.shader_version);
- singleton = nullptr;
- }
- void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
- if (p_force_luminance) {
- copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
- }
- if (p_all_source) {
- copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
- }
- if (p_alpha_to_one) {
- copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
- }
- copy.push_constant.section[0] = p_rect.position.x;
- copy.push_constant.section[1] = p_rect.position.y;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
- CopyMode mode = p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_panorama_size.width;
- copy.push_constant.section[3] = p_panorama_size.height;
- copy.push_constant.target[0] = 0;
- copy.push_constant.target[1] = 0;
- copy.push_constant.camera_z_far = p_lod;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_cube(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cube }));
- RD::Uniform u_dest_panorama(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_panorama);
- CopyMode mode = p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cube), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
- CopyMode mode = COPY_MODE_SIMPLY_COPY_DEPTH;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
- copy.push_constant.camera_z_far = p_z_far;
- copy.push_constant.camera_z_near = p_z_near;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
- CopyMode mode = COPY_MODE_LINEARIZE_DEPTH;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_USE_SECTION;
- 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.flags |= COPY_TO_FB_FLAG_FLIP_Y;
- }
- copy_to_fb.push_constant.luminance_multiplier = 1.0;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- CopyToFBMode mode = p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY;
- RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = p_draw_list;
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- }
- void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear, bool p_normal, const Rect2 &p_src_rect) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.luminance_multiplier = 1.0;
- if (p_flip_y) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FLIP_Y;
- }
- if (p_force_luminance) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FORCE_LUMINANCE;
- }
- if (p_alpha_to_zero) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ZERO;
- }
- if (p_srgb) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_SRGB;
- }
- if (p_alpha_to_one) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ONE;
- }
- if (p_linear) {
- // Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
- // to allow for a wider effective range.
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
- copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
- }
- if (p_normal) {
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_NORMAL;
- }
- if (p_src_rect != Rect2()) {
- copy_to_fb.push_constant.section[0] = p_src_rect.position.x;
- copy_to_fb.push_constant.section[1] = p_src_rect.position.y;
- copy_to_fb.push_constant.section[2] = p_src_rect.size.x;
- copy_to_fb.push_constant.section[3] = p_src_rect.size.y;
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_USE_SRC_SECTION;
- }
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- CopyToFBMode mode;
- if (p_multiview) {
- mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW;
- } else {
- mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY;
- }
- RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- if (p_secondary.is_valid()) {
- // TODO may need to do this differently when reading from depth buffer for multiview
- RD::Uniform u_secondary(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_secondary }));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_secondary), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.luminance_multiplier = 1.0;
- if (p_linear) {
- // Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
- // to allow for a wider effective range.
- copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
- copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
- }
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- // Multiview not supported here!
- CopyToFBMode mode = COPY_TO_FB_COPY;
- RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_fb_format));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(p_draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, true);
- }
- void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
- RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, BLUR_MODE_COPY);
- ERR_FAIL_COND(shader.is_null());
- // Just copy it back (we use our blur raster shader here)..
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- copy.push_constant.section[0] = p_region.position.x;
- copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.target[0] = p_region.position.x;
- copy.push_constant.target[1] = p_region.position.y;
- copy.push_constant.section[2] = p_size.width;
- copy.push_constant.section[3] = p_size.height;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_texture);
- CopyMode mode = p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR;
- blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
- blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
- uint32_t base_flags = 0;
- copy.push_constant.section[2] = p_size.x;
- copy.push_constant.section[3] = p_size.y;
- copy.push_constant.glow_strength = p_strength;
- copy.push_constant.glow_bloom = p_bloom;
- copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
- copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- copy.push_constant.glow_exposure = p_exposure;
- copy.push_constant.glow_white = 0; //actually unused
- copy.push_constant.glow_luminance_cap = p_luminance_cap;
- copy.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_back_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_back_texture);
- RID shader = copy.shader.version_get_shader(copy.shader_version, copy_mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3);
- if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
- }
- copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture);
- RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
- uint32_t base_flags = 0;
- blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
- blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
- blur_raster.push_constant.glow_strength = p_strength;
- blur_raster.push_constant.glow_bloom = p_bloom;
- blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
- blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- blur_raster.push_constant.glow_exposure = p_exposure;
- blur_raster.push_constant.glow_white = 0; //actually unused
- blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
- blur_raster.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also
- blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_half_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_half_texture }));
- RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
- ERR_FAIL_COND(shader.is_null());
- //HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(half_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(half_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
- }
- blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
- shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
- ERR_FAIL_COND(shader.is_null());
- //VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
- blur_raster.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the make_mipmap shader with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_size.width;
- copy.push_constant.section[3] = p_size.height;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
- CopyMode mode = COPY_MODE_MIPMAP;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
- RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
- BlurRasterMode mode = BLUR_MIPMAP;
- blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
- blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the set_color shader with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- memset(©.push_constant, 0, sizeof(CopyPushConstant));
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
- copy.push_constant.target[0] = p_region.position.x;
- copy.push_constant.target[1] = p_region.position.y;
- copy.push_constant.set_color[0] = p_color.r;
- copy.push_constant.set_color[1] = p_color.g;
- copy.push_constant.set_color[2] = p_color.b;
- copy.push_constant.set_color[3] = p_color.a;
- // setup our uniforms
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
- CopyMode mode = p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR;
- RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.set_color[0] = p_color.r;
- copy_to_fb.push_constant.set_color[1] = p_color.g;
- copy_to_fb.push_constant.set_color[2] = p_color.b;
- copy_to_fb.push_constant.set_color[3] = p_color.a;
- RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
- CopyToFBMode mode = COPY_TO_FB_SET_COLOR;
- RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, p_region);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- Rect2i screen_rect;
- float atlas_width = p_dst_size.width / p_rect.size.width;
- float atlas_height = p_dst_size.height / p_rect.size.height;
- screen_rect.position.x = (int32_t)(Math::round(p_rect.position.x * atlas_width));
- screen_rect.position.y = (int32_t)(Math::round(p_rect.position.y * atlas_height));
- screen_rect.size.width = (int32_t)(Math::round(p_dst_size.width));
- screen_rect.size.height = (int32_t)(Math::round(p_dst_size.height));
- CopyToDPPushConstant push_constant;
- push_constant.z_far = p_z_far;
- push_constant.z_near = p_z_near;
- push_constant.texel_size[0] = 1.0f / p_dst_size.width;
- push_constant.texel_size[1] = 1.0f / p_dst_size.height;
- push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, screen_rect);
- 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, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- cubemap_downsampler.push_constant.face_size = p_size.x;
- cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap }));
- RD::Uniform u_dest_cubemap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_cubemap }));
- RID shader = cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_cubemap), 1);
- int x_groups = Math::division_round_up(p_size.x, 8);
- int y_groups = Math::division_round_up(p_size.y, 8);
- 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 CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- cubemap_downsampler.push_constant.face_size = p_size.x;
- cubemap_downsampler.push_constant.face_id = p_face_id;
- // setup our uniforms
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap }));
- RID shader = cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- Vector<RD::Uniform> 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.append_id(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.compute_shader.version_get_shader(filter.shader_version, 0), 2);
- // setup our uniforms
- RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap }));
- int mode = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
- mode = filter.use_high_quality ? mode : mode + 1;
- RID shader = filter.compute_shader.version_get_shader(filter.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 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 CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- // TODO implement!
- CubemapFilterRasterPushConstant push_constant;
- push_constant.mip_level = p_mip_level;
- push_constant.face_id = p_face_id;
- // setup our uniforms
- RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap }));
- CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY;
- RID shader = filter.raster_shader.version_get_shader(filter.shader_version, mode);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
- ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
- roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
- // Remap to perceptual-roughness^2 to create more detail in lower mips and match the mapping of cubemap_filter.
- roughness.push_constant.roughness = p_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;
- // setup our uniforms
- RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_rd_texture }));
- RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_texture }));
- RID shader = roughness.compute_shader.version_get_shader(roughness.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
- int x_groups = Math::division_round_up(p_size, 8);
- int y_groups = x_groups;
- 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 CopyEffects::cubemap_roughness_raster(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) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer.");
- ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time.");
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
- roughness.push_constant.face_id = p_face_id;
- roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
- 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;
- // Setup our uniforms.
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RID shader = roughness.raster_shader.version_get_shader(roughness.shader_version, 0);
- ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- }
- void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::get_singleton()->draw_command_begin_label("Merge specular");
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
- int mode;
- if (p_reflection.is_valid()) {
- if (p_base.is_valid()) {
- mode = SPECULAR_MERGE_SSR;
- } else {
- mode = SPECULAR_MERGE_ADDITIVE_SSR;
- }
- } else {
- if (p_base.is_valid()) {
- mode = SPECULAR_MERGE_ADD;
- } else {
- mode = SPECULAR_MERGE_ADDITIVE_ADD;
- }
- }
- if (p_view_count > 1) {
- mode += SPECULAR_MERGE_ADD_MULTIVIEW;
- }
- RID shader = specular_merge.shader.version_get_shader(specular_merge.shader_version, mode);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- if (p_base.is_valid()) {
- RD::Uniform u_base(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_base }));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_base), 2);
- }
- RD::Uniform u_specular(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_specular }));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_specular), 0);
- if (p_reflection.is_valid()) {
- RD::Uniform u_reflection(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_reflection }));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
- }
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- RD::get_singleton()->draw_list_end();
- RD::get_singleton()->draw_command_end_label();
- }
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