Merge pull request #48640 from BastiaanOlij/blit_shader
This commit is contained in:
commit
66f40f74c3
4 changed files with 179 additions and 59 deletions
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@ -59,7 +59,22 @@ public:
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struct BlitToScreen {
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RID render_target;
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Rect2i rect;
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//lens distorted parameters for VR should go here
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struct {
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bool use_layer = false;
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uint32_t layer = 0;
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} multi_view;
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struct {
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//lens distorted parameters for VR
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bool apply = false;
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Vector2 eye_center;
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float k1 = 0.0;
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float k2 = 0.0;
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float upscale = 1.0;
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float aspect_ratio = 1.0;
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} lens_distortion;
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};
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virtual void prepare_for_blitting_render_targets() = 0;
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@ -44,32 +44,40 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
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ERR_CONTINUE(texture.is_null());
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RID rd_texture = storage->texture_get_rd_texture(texture);
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ERR_CONTINUE(rd_texture.is_null());
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if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.ids.push_back(copy_viewports_sampler);
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u.ids.push_back(blit.sampler);
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u.ids.push_back(rd_texture);
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uniforms.push_back(u);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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render_target_descriptors[rd_texture] = uniform_set;
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}
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Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
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BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
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BLIT_MODE_NORMAL;
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
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float push_constant[4] = {
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p_render_targets[i].rect.position.x / screen_size.width,
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p_render_targets[i].rect.position.y / screen_size.height,
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p_render_targets[i].rect.size.width / screen_size.width,
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p_render_targets[i].rect.size.height / screen_size.height,
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};
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RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
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blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
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blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
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blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
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blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
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blit.push_constant.layer = p_render_targets[i].multi_view.layer;
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blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
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blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
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blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
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blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
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blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
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blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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}
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@ -96,40 +104,22 @@ void RendererCompositorRD::end_frame(bool p_swap_buffers) {
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}
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void RendererCompositorRD::initialize() {
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{ //create framebuffer copy shader
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RenderingDevice::ShaderStageData vert;
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vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
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vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
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"#version 450\n"
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"layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
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"layout(location =0) out vec2 uv;\n"
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"void main() { \n"
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" vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
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" uv = base_arr[gl_VertexIndex];\n"
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" vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
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" gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
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"}\n");
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{
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// Initialize blit
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Vector<String> blit_modes;
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blit_modes.push_back("\n");
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blit_modes.push_back("\n#define USE_LAYER\n");
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blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
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RenderingDevice::ShaderStageData frag;
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frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
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frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
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"#version 450\n"
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"layout (location = 0) in vec2 uv;\n"
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"layout (location = 0) out vec4 color;\n"
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"layout (binding = 0) uniform sampler2D src_rt;\n"
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"void main() { color=texture(src_rt,uv); }\n");
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blit.shader.initialize(blit_modes);
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Vector<RenderingDevice::ShaderStageData> source;
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source.push_back(vert);
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source.push_back(frag);
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String error;
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copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
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if (!copy_viewports_rd_shader.is_valid()) {
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print_line("Failed compilation: " + error);
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blit.shader_version = blit.shader.version_create();
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for (int i = 0; i < BLIT_MODE_MAX; i++) {
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blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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}
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}
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{ //create index array for copy shader
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//create index array for copy shader
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Vector<uint8_t> pv;
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pv.resize(6 * 4);
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{
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@ -142,15 +132,10 @@ void RendererCompositorRD::initialize() {
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p32[4] = 2;
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p32[5] = 3;
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}
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copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
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}
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blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
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{ //pipeline
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copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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}
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{ // sampler
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copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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}
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}
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@ -162,9 +147,9 @@ void RendererCompositorRD::finalize() {
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memdelete(storage);
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//only need to erase these, the rest are erased by cascade
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RD::get_singleton()->free(copy_viewports_rd_index_buffer);
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RD::get_singleton()->free(copy_viewports_rd_shader);
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RD::get_singleton()->free(copy_viewports_sampler);
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blit.shader.version_free(blit.shader_version);
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RD::get_singleton()->free(blit.index_buffer);
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RD::get_singleton()->free(blit.sampler);
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}
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RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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@ -38,6 +38,7 @@
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#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
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#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
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class RendererCompositorRD : public RendererCompositor {
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protected:
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@ -45,11 +46,35 @@ protected:
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RendererStorageRD *storage;
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RendererSceneRenderRD *scene;
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RID copy_viewports_rd_shader;
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RID copy_viewports_rd_pipeline;
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RID copy_viewports_rd_index_buffer;
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RID copy_viewports_rd_array;
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RID copy_viewports_sampler;
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enum BlitMode {
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BLIT_MODE_NORMAL,
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BLIT_MODE_USE_LAYER,
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BLIT_MODE_LENS,
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BLIT_MODE_MAX
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};
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struct BlitPushConstant {
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float rect[4];
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float eye_center[2];
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint32_t layer;
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uint32_t pad1;
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};
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struct Blit {
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BlitPushConstant push_constant;
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BlitShaderRD shader;
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RID shader_version;
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RID pipelines[BLIT_MODE_MAX];
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RID index_buffer;
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RID array;
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RID sampler;
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} blit;
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Map<RID, RID> render_target_descriptors;
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95
servers/rendering/renderer_rd/shaders/blit.glsl
Normal file
95
servers/rendering/renderer_rd/shaders/blit.glsl
Normal file
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@ -0,0 +1,95 @@
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#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std140) uniform Pos {
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vec4 dst_rect;
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vec2 eye_center;
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint layer;
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uint pad1;
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}
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data;
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layout(location = 0) out vec2 uv;
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv = base_arr[gl_VertexIndex];
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vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw;
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gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std140) uniform Pos {
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vec4 dst_rect;
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vec2 eye_center;
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint layer;
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uint pad1;
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}
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data;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 color;
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#ifdef USE_LAYER
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layout(binding = 0) uniform sampler2DArray src_rt;
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#else
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layout(binding = 0) uniform sampler2D src_rt;
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#endif
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void main() {
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#ifdef APPLY_LENS_DISTORTION
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vec2 coords = uv * 2.0 - 1.0;
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vec2 offset = coords - data.eye_center;
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// take aspect ratio into account
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offset.y /= data.aspect_ratio;
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// distort
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vec2 offset_sq = offset * offset;
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float radius_sq = offset_sq.x + offset_sq.y;
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float radius_s4 = radius_sq * radius_sq;
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float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4);
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offset *= distortion_scale;
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// reapply aspect ratio
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offset.y *= data.aspect_ratio;
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// add our eye center back in
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coords = offset + data.eye_center;
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coords /= data.upscale;
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// and check our color
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if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
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color = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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// layer is always used here
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coords = (coords + vec2(1.0)) / vec2(2.0);
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color = texture(src_rt, vec3(coords, data.layer));
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}
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#elif defined(USE_LAYER)
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color = texture(src_rt, vec3(uv, data.layer));
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#else
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color = texture(src_rt, uv);
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#endif
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}
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