virtualx-engine/servers/rendering/renderer_rd/effects/copy_effects.cpp

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/*************************************************************************/
/* copy_effects.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 "copy_effects.h"
#include "core/config/project_settings.h"
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#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"
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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_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(&copy.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 MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
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copy_to_fb.shader.initialize(copy_modes);
if (!RendererCompositorRD::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::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_ONE;
ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
ba.color_blend_op = RD::BLEND_OP_ADD;
ba.alpha_blend_op = RD::BLEND_OP_ADD;
RD::PipelineColorBlendState blend_additive;
blend_additive.attachments.push_back(ba);
for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
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);
}
}
}
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}
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);
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} else {
copy.shader.version_free(copy.shader_version);
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);
}
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);
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}
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
cube_to_dp.shader.version_free(cube_to_dp.shader_version);
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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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_rect 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(&copy.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;
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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, &copy.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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_cubemap_to_panorama 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(&copy.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, &copy.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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect 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(&copy.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, &copy.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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize 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(&copy.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, &copy.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(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
copy_to_fb.push_constant.use_section = true;
copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
if (p_flip_y) {
copy_to_fb.push_constant.flip_y = true;
}
// 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, &copy_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) {
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(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
if (p_flip_y) {
copy_to_fb.push_constant.flip_y = true;
}
if (p_force_luminance) {
copy_to_fb.push_constant.force_luminance = true;
}
if (p_alpha_to_zero) {
copy_to_fb.push_constant.alpha_to_zero = true;
}
if (p_srgb) {
copy_to_fb.push_constant.srgb = true;
}
// 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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 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, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, 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_bind_index_array(draw_list, material_storage->get_quad_index_array());
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, 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(&copy.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.section[2] = p_region.size.width;
copy.push_constant.section[3] = p_region.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());
//HORIZONTAL
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, &copy.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_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
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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(&copy.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
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// 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) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.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_high_quality, 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) {
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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);
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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
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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 }));
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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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(half_framebuffer)));
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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);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
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, true);
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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, 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);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
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, true);
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(&copy.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, &copy.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) {
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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);
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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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
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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, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
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(&copy.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, &copy.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::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);
CopyToDPPushConstant push_constant;
push_constant.screen_rect[0] = p_rect.position.x;
push_constant.screen_rect[1] = p_rect.position.y;
push_constant.screen_rect[2] = p_rect.size.width;
push_constant.screen_rect[3] = p_rect.size.height;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
push_constant.texel_size[0] = 1.0f / p_dst_size.x;
push_constant.texel_size[1] = 1.0f / p_dst_size.y;
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::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, 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(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
}
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 = (p_size.x - 1) / 8 + 1;
int y_groups = (p_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
RD::get_singleton()->compute_list_end();
}
void 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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, 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_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, 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_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
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;
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_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 }));
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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 = (p_size - 1) / 8 + 1;
int y_groups = (p_size - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
RD::get_singleton()->compute_list_end();
}
void 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, 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 }));
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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::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, 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_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
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, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>());
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_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
RD::get_singleton()->draw_command_end_label();
}