Split out bokeh_dof and copy effects

This commit is contained in:
Bastiaan Olij 2022-04-29 17:10:54 +10:00
parent 1eebf0d789
commit 9939cfc4c4
26 changed files with 1871 additions and 1218 deletions

View file

@ -33,6 +33,7 @@
#include "../extensions/openxr_vulkan_extension.h"
#include "../openxr_api.h"
#include "../openxr_util.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_globals.h"
@ -450,11 +451,9 @@ bool OpenXRVulkanExtension::copy_render_target_to_image(RID p_from_render_target
ERR_FAIL_COND_V(fb.is_null(), false);
// Our vulkan extension can only be used in conjunction with our vulkan renderer.
// We need access to the effects object in order to have access to our copy logic.
// Breaking all the rules but there is no nice way to do this.
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
ERR_FAIL_NULL_V(effects, false);
effects->copy_to_fb_rect(source_image, fb, Rect2i(), false, false, false, false, depth_image, data->is_multiview);
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_V(copy_effects, false);
copy_effects->copy_to_fb_rect(source_image, fb, Rect2i(), false, false, false, false, depth_image, data->is_multiview);
return true;
}

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@ -0,0 +1,475 @@
/*************************************************************************/
/* bokeh_dof.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 "bokeh_dof.h"
#include "copy_effects.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"
using namespace RendererRD;
BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
if (prefer_raster_effects) {
bokeh.raster_shader.initialize(bokeh_modes);
bokeh.shader_version = bokeh.raster_shader.version_create();
const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
for (int i = 0; i < BOKEH_MAX; i++) {
RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
}
} else {
bokeh.compute_shader.initialize(bokeh_modes);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
bokeh.shader_version = bokeh.compute_shader.version_create();
for (int i = 0; i < BOKEH_MAX; i++) {
if (bokeh.compute_shader.is_variant_enabled(i)) {
bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
}
}
for (int i = 0; i < BOKEH_MAX; i++) {
bokeh.raster_pipelines[i].clear();
}
}
}
BokehDOF::~BokehDOF() {
if (prefer_raster_effects) {
bokeh.raster_shader.version_free(bokeh.shader_version);
} else {
bokeh.compute_shader.version_free(bokeh.shader_version);
}
}
void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field 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);
// setup our push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.blur_far_active = p_dof_far;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
bokeh.push_constant.blur_near_active = p_dof_near;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
bokeh.push_constant.use_jitter = p_use_jitter;
bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.blur_size = p_bokeh_size;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_scale = 0.5;
// 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_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
// The alpha channel of the source color texture is filled with the expected circle size
// If used for DOF far, the size is positive, if used for near, its negative.
RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
//second pass
BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.steps = quality_samples[p_quality];
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
} else {
//medium and high quality use full size
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//third pass
bokeh.push_constant.second_pass = true;
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
} else {
//circle
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
ERR_FAIL_COND(shader.is_null());
//second pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.steps = 0;
bokeh.push_constant.blur_scale = quality_scale[p_quality];
//circle always runs in half size, otherwise too expensive
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//circle is just one pass, then upscale
// upscale
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
}
void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field 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);
// setup our base push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_size = p_dof_blur_amount;
// 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_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
if (p_dof_far || p_dof_near) {
if (p_dof_far) {
bokeh.push_constant.blur_far_active = true;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
}
if (p_dof_near) {
bokeh.push_constant.blur_near_active = true;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
}
{
// generate our depth data
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RID framebuffer = p_buffers.base_weight_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
// double pass approach
BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
}
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.blur_scale = 0.5;
bokeh.push_constant.steps = quality_samples[p_quality];
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
// Pass 1
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
// Pass 2
if (!bokeh.push_constant.half_size) {
// do not output weight, we're writing back into our base buffer
mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
}
bokeh.push_constant.second_pass = true;
framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture;
RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose pass
mode = BOKEH_COMPOSITE;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
} else {
// circular is a single pass approach
BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
{
// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
// bokeh.push_constant.blur_size *= 0.5;
}
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.blur_scale = quality_scale[p_quality];
bokeh.push_constant.steps = 0.0;
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose
mode = BOKEH_COMPOSITE;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
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, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
} else {
CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
}
}
}
}

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/*************************************************************************/
/* bokeh_dof.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef BOKEH_DOF_RD_H
#define BOKEH_DOF_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
namespace RendererRD {
class BokehDOF {
private:
bool prefer_raster_effects;
struct BokehPushConstant {
uint32_t size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float blur_size;
float blur_scale;
uint32_t steps;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
float blur_far_begin;
float blur_far_end;
uint32_t second_pass;
uint32_t half_size;
uint32_t use_jitter;
float jitter_seed;
uint32_t pad[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
BOKEH_GEN_BOKEH_HEXAGONAL,
BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD compute_shader;
BokehDofRasterShaderRD raster_shader;
RID shader_version;
RID compute_pipelines[BOKEH_MAX];
PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
public:
struct BokehBuffers {
// bokeh buffers
// textures
Size2i base_texture_size;
RID base_texture;
RID depth_texture;
RID secondary_texture;
RID half_texture[2];
// raster only
RID base_fb;
RID secondary_fb; // with weights
RID half_fb[2]; // with weights
RID base_weight_fb;
RID weight_texture[4];
};
BokehDOF(bool p_prefer_raster_effects);
~BokehDOF();
void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
};
} // namespace RendererRD
#endif // !BOKEH_DOF_RD_H

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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 "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"
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_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
copy_modes.push_back("\n#define MULTIVIEW\n");
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
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();
}
}
}
}
CopyEffects::~CopyEffects() {
if (prefer_raster_effects) {
blur_raster.shader.version_free(blur_raster.shader_version);
} else {
copy.shader.version_free(copy.shader_version);
}
copy_to_fb.shader.version_free(copy_to_fb.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) {
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] = 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 = 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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_atlas_fb 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_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) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_fb_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_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_grey) {
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_grey = p_auto_exposure_grey; //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) | (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, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, 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_grey) {
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);
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_grey = p_auto_exposure_grey; //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_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half }));
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(p_framebuffer_half, 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(p_framebuffer_half)));
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(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].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_rd_texture_half), 0);
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_framebuffer, const Size2i &p_size) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap 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));
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(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[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, &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();
}

View file

@ -0,0 +1,220 @@
/*************************************************************************/
/* copy_effects.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef COPY_RD_H
#define COPY_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
namespace RendererRD {
class CopyEffects {
private:
bool prefer_raster_effects;
// Blur raster shader
enum BlurRasterMode {
BLUR_MIPMAP,
BLUR_MODE_GAUSSIAN_BLUR,
BLUR_MODE_GAUSSIAN_GLOW,
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
BLUR_MODE_MAX
};
enum {
BLUR_FLAG_HORIZONTAL = (1 << 0),
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
};
struct BlurRasterPushConstant {
float pixel_size[2];
uint32_t flags;
uint32_t pad;
//glow
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
float luminance_multiplier;
float res1;
float res2;
float res3;
};
struct BlurRaster {
BlurRasterPushConstant push_constant;
BlurRasterShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[BLUR_MODE_MAX];
} blur_raster;
// Copy shader
enum CopyMode {
COPY_MODE_GAUSSIAN_COPY,
COPY_MODE_GAUSSIAN_COPY_8BIT,
COPY_MODE_GAUSSIAN_GLOW,
COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
COPY_MODE_SIMPLY_COPY,
COPY_MODE_SIMPLY_COPY_8BIT,
COPY_MODE_SIMPLY_COPY_DEPTH,
COPY_MODE_SET_COLOR,
COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_CUBE_TO_PANORAMA,
COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
COPY_MODE_MAX,
};
enum {
COPY_FLAG_HORIZONTAL = (1 << 0),
COPY_FLAG_USE_COPY_SECTION = (1 << 1),
COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
};
struct CopyPushConstant {
int32_t section[4];
int32_t target[2];
uint32_t flags;
uint32_t pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float camera_z_far;
float camera_z_near;
uint32_t pad2[2];
//SET color
float set_color[4];
};
struct Copy {
CopyPushConstant push_constant;
CopyShaderRD shader;
RID shader_version;
RID pipelines[COPY_MODE_MAX];
} copy;
// Copy to FB shader
enum CopyToFBMode {
COPY_TO_FB_COPY,
COPY_TO_FB_COPY_PANORAMA_TO_DP,
COPY_TO_FB_COPY2,
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
COPY_TO_FB_MAX,
};
struct CopyToFbPushConstant {
float section[4];
float pixel_size[2];
uint32_t flip_y;
uint32_t use_section;
uint32_t force_luminance;
uint32_t alpha_to_zero;
uint32_t srgb;
uint32_t pad;
};
struct CopyToFb {
CopyToFbPushConstant push_constant;
CopyToFbShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[COPY_TO_FB_MAX];
} copy_to_fb;
static CopyEffects *singleton;
public:
static CopyEffects *get_singleton();
CopyEffects(bool p_prefer_raster_effects);
~CopyEffects();
void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void 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);
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
void 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 = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
};
} // namespace RendererRD
#endif // !COPY_RD_H

View file

@ -75,28 +75,9 @@ ToneMapper::ToneMapper() {
}
}
}
// TODO maybe centralise this in mesh_storage?
{ //create index array for copy shaders
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
}
}
ToneMapper::~ToneMapper() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
tonemap.shader.version_free(tonemap.shader_version);
}
@ -154,11 +135,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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_color;
u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_source_color.binding = 0;
u_source_color.append_id(default_sampler);
u_source_color.append_id(p_source_color);
RD::Uniform u_source_color(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_color }));
RD::Uniform u_exposure_texture;
u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
@ -193,7 +170,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
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, &tonemap.push_constant, sizeof(TonemapPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
@ -273,7 +250,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);

View file

@ -96,9 +96,6 @@ private:
PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
} tonemap;
RID index_buffer;
RID index_array;
public:
ToneMapper();
~ToneMapper();

View file

@ -86,7 +86,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
u.append_id(p_texture);
uniforms.push_back(u);
// anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, 0), 0);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@ -252,295 +252,6 @@ void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RI
RD::get_singleton()->compute_list_end(compute_list);
}
void EffectsRD::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) {
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;
}
RD::DrawListID draw_list = p_draw_list;
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_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, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::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) {
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;
}
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;
}
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, _get_uniform_set_from_texture(p_source_rd_texture), 0);
if (p_secondary.is_valid()) {
// TODO may need to do this differently when reading from depth buffer for multiview
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::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) {
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] = 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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::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) {
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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::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.");
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;
//HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::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_grey) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
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_grey = p_auto_exposure_grey; //unused also
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, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
if (p_auto_exposure.is_valid() && p_first_pass) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_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 EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_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_grey) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
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] = p_pixel_size.x;
blur_raster.push_constant.pixel_size[1] = p_pixel_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_grey = p_auto_exposure_grey; //unused also
//HORIZONTAL
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, 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(p_framebuffer_half)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
if (p_auto_exposure.is_valid() && p_first_pass) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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;
//VERTICAL
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].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, _get_uniform_set_from_texture(p_rd_texture_half), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@ -733,43 +444,6 @@ void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_bas
RD::get_singleton()->draw_list_end();
}
void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
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;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_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 EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
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);
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[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, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::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) {
CopyToDPPushConstant push_constant;
push_constant.screen_rect[0] = p_rect.position.x;
@ -865,332 +539,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_
}
}
void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer.");
bokeh.push_constant.blur_far_active = p_dof_far;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
bokeh.push_constant.blur_near_active = p_dof_near;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
bokeh.push_constant.use_jitter = p_use_jitter;
bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.blur_size = p_bokeh_size;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_scale = 0.5;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
// The alpha channel of the source color texture is filled with the expected circle size
// If used for DOF far, the size is positive, if used for near, its negative.
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
//second pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.steps = quality_samples[p_quality];
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
} else {
//medium and high quality use full size
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//third pass
bokeh.push_constant.second_pass = true;
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
} else {
//circle
//second pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.steps = 0;
bokeh.push_constant.blur_scale = quality_scale[p_quality];
//circle always runs in half size, otherwise too expensive
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//circle is just one pass, then upscale
// upscale
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
bokeh.push_constant.half_size = false;
bokeh.push_constant.second_pass = false;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
}
void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer.");
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_size = p_dof_blur_amount;
if (p_dof_far || p_dof_near) {
if (p_dof_far) {
bokeh.push_constant.blur_far_active = true;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
}
if (p_dof_near) {
bokeh.push_constant.blur_near_active = true;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
}
{
// generate our depth data
RID framebuffer = p_buffers.base_weight_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
// double pass approach
BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
}
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.blur_scale = 0.5;
bokeh.push_constant.steps = quality_samples[p_quality];
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
// Pass 1
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
// Pass 2
if (!bokeh.push_constant.half_size) {
// do not output weight, we're writing back into our base buffer
mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
}
bokeh.push_constant.second_pass = true;
framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture;
RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1];
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose pass
mode = BOKEH_COMPOSITE;
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
} else {
// circular is a single pass approach
BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
{
// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
// bokeh.push_constant.blur_size *= 0.5;
}
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.blur_scale = quality_scale[p_quality];
bokeh.push_constant.steps = 0.0;
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose
mode = BOKEH_COMPOSITE;
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
} else {
// Just copy it back (we use our blur raster shader here)..
draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, 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_buffers.base_fb)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
// Downsample and deinterleave the depth buffer for SSAO and SSIL
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@ -2152,94 +1500,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
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();
}
}
if (!prefer_raster_effects) { // Initialize copy
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));
if (prefer_raster_effects) {
// disable shaders we can't use
copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false);
copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false);
copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false);
copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false);
}
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_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
copy_modes.push_back("\n#define MULTIVIEW\n");
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
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 roughness
Vector<String> cubemap_roughness_modes;
@ -2311,42 +1571,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
}
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
if (prefer_raster_effects) {
bokeh.raster_shader.initialize(bokeh_modes);
bokeh.shader_version = bokeh.raster_shader.version_create();
const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
for (int i = 0; i < BOKEH_MAX; i++) {
RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
}
} else {
bokeh.compute_shader.initialize(bokeh_modes);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
bokeh.shader_version = bokeh.compute_shader.version_create();
for (int i = 0; i < BOKEH_MAX; i++) {
if (bokeh.compute_shader.is_variant_enabled(i)) {
bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
}
}
for (int i = 0; i < BOKEH_MAX; i++) {
bokeh.raster_pipelines[i].clear();
}
}
if (!prefer_raster_effects) {
{
// Initialize depth buffer for screen space effects
@ -2837,21 +2061,17 @@ EffectsRD::~EffectsRD() {
FSR_upscale.shader.version_free(FSR_upscale.shader_version);
if (prefer_raster_effects) {
blur_raster.shader.version_free(blur_raster.shader_version);
bokeh.raster_shader.version_free(blur_raster.shader_version);
luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
roughness.raster_shader.version_free(roughness.shader_version);
cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
filter.raster_shader.version_free(filter.shader_version);
} else {
bokeh.compute_shader.version_free(bokeh.shader_version);
luminance_reduce.shader.version_free(luminance_reduce.shader_version);
roughness.compute_shader.version_free(roughness.shader_version);
cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
filter.compute_shader.version_free(filter.shader_version);
}
if (!prefer_raster_effects) {
copy.shader.version_free(copy.shader_version);
resolve.shader.version_free(resolve.shader_version);
specular_merge.shader.version_free(specular_merge.shader_version);
ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
@ -2875,7 +2095,6 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(ssil.importance_map_load_counter);
RD::get_singleton()->free(ssil.projection_uniform_buffer);
}
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
cube_to_dp.shader.version_free(cube_to_dp.shader_version);
sort.shader.version_free(sort.shader_version);
}

View file

@ -33,11 +33,6 @@
#include "core/math/camera_matrix.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
@ -95,140 +90,6 @@ private:
RID pipeline;
} FSR_upscale;
enum BlurRasterMode {
BLUR_MIPMAP,
BLUR_MODE_GAUSSIAN_BLUR,
BLUR_MODE_GAUSSIAN_GLOW,
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
BLUR_MODE_MAX
};
enum {
BLUR_FLAG_HORIZONTAL = (1 << 0),
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
};
struct BlurRasterPushConstant {
float pixel_size[2];
uint32_t flags;
uint32_t pad;
//glow
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
};
struct BlurRaster {
BlurRasterPushConstant push_constant;
BlurRasterShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[BLUR_MODE_MAX];
} blur_raster;
enum CopyMode {
COPY_MODE_GAUSSIAN_COPY,
COPY_MODE_GAUSSIAN_COPY_8BIT,
COPY_MODE_GAUSSIAN_GLOW,
COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
COPY_MODE_SIMPLY_COPY,
COPY_MODE_SIMPLY_COPY_8BIT,
COPY_MODE_SIMPLY_COPY_DEPTH,
COPY_MODE_SET_COLOR,
COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_CUBE_TO_PANORAMA,
COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
COPY_MODE_MAX,
};
enum {
COPY_FLAG_HORIZONTAL = (1 << 0),
COPY_FLAG_USE_COPY_SECTION = (1 << 1),
COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
};
struct CopyPushConstant {
int32_t section[4];
int32_t target[2];
uint32_t flags;
uint32_t pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float camera_z_far;
float camera_z_near;
uint32_t pad2[2];
//SET color
float set_color[4];
};
struct Copy {
CopyPushConstant push_constant;
CopyShaderRD shader;
RID shader_version;
RID pipelines[COPY_MODE_MAX];
} copy;
enum CopyToFBMode {
COPY_TO_FB_COPY,
COPY_TO_FB_COPY_PANORAMA_TO_DP,
COPY_TO_FB_COPY2,
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
COPY_TO_FB_MAX,
};
struct CopyToFbPushConstant {
float section[4];
float pixel_size[2];
uint32_t flip_y;
uint32_t use_section;
uint32_t force_luminance;
uint32_t alpha_to_zero;
uint32_t srgb;
uint32_t pad;
};
struct CopyToFb {
CopyToFbPushConstant push_constant;
CopyToFbShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[COPY_TO_FB_MAX];
} copy_to_fb;
struct CubemapRoughnessPushConstant {
uint32_t face_id;
uint32_t sample_count;
@ -305,51 +166,6 @@ private:
PipelineCacheRD pipeline;
} cube_to_dp;
struct BokehPushConstant {
uint32_t size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float blur_size;
float blur_scale;
uint32_t steps;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
float blur_far_begin;
float blur_far_end;
uint32_t second_pass;
uint32_t half_size;
uint32_t use_jitter;
float jitter_seed;
uint32_t pad[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
BOKEH_GEN_BOKEH_HEXAGONAL,
BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD compute_shader;
BokehDofRasterShaderRD raster_shader;
RID shader_version;
RID compute_pipelines[BOKEH_MAX];
PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
struct SSEffectsDownsamplePushConstant {
float pixel_size[2];
float z_far;
@ -838,46 +654,13 @@ public:
bool get_prefer_raster_effects();
void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void 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);
void 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 = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void 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);
void 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);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
void 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);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
struct BokehBuffers {
// bokeh buffers
// textures
Size2i base_texture_size;
RID base_texture;
RID depth_texture;
RID secondary_texture;
RID half_texture[2];
// raster only
RID base_fb;
RID secondary_fb; // with weights
RID half_fb[2]; // with weights
RID base_weight_fb;
RID weight_texture[4];
};
void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct SSAOSettings {
float radius = 1.0;
float intensity = 2.0;

View file

@ -1115,6 +1115,7 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
Vector<RD::Uniform> uniforms;
@ -1251,7 +1252,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
RD::get_singleton()->compute_list_end();
Size2 rtsize = texture_storage->render_target_get_size(p_render_target);
storage->get_effects()->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
}
void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {

View file

@ -1556,8 +1556,6 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
// TODO make sure texture_create_shared_from_slice works for multiview
RD::TextureFormat tf;
tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->internal_width;
@ -1583,55 +1581,63 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.mipmaps--;
rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
int base_width = rb->internal_width;
int base_height = rb->internal_height;
for (uint32_t l = 0; l < rb->view_count; l++) {
RenderBuffers::Blur::Layer ll[2];
int base_width = rb->internal_width;
int base_height = rb->internal_height;
for (uint32_t i = 0; i < mipmaps_required; i++) {
RenderBuffers::Blur::Mipmap mm;
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
for (uint32_t i = 0; i < mipmaps_required; i++) {
RenderBuffers::Blur::Mipmap mm;
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
mm.width = base_width;
mm.height = base_height;
if (!_render_buffers_can_be_storage()) {
Vector<RID> fb;
fb.push_back(mm.texture);
mm.fb = RD::get_singleton()->framebuffer_create(fb);
}
if (!_render_buffers_can_be_storage()) {
// and half texture, this is an intermediate result so just allocate a texture, is this good enough?
tf.width = MAX(1, base_width >> 1);
tf.height = base_height;
tf.mipmaps = 1; // 1 or 0?
mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> half_fb;
half_fb.push_back(mm.half_texture);
mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
}
rb->blur[0].mipmaps.push_back(mm);
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
mm.width = base_width;
mm.height = base_height;
if (!_render_buffers_can_be_storage()) {
Vector<RID> fb;
fb.push_back(mm.texture);
mm.fb = RD::get_singleton()->framebuffer_create(fb);
// We can re-use the half texture here as it is an intermediate result
}
rb->blur[1].mipmaps.push_back(mm);
if (!_render_buffers_can_be_storage()) {
// and half texture, this is an intermediate result so just allocate a texture, is this good enough?
tf.width = MAX(1, base_width >> 1);
tf.height = base_height;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.array_layers = 1;
tf.mipmaps = 1;
mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> half_fb;
half_fb.push_back(mm.half_texture);
mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
}
ll[0].mipmaps.push_back(mm);
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
if (!_render_buffers_can_be_storage()) {
Vector<RID> fb;
fb.push_back(mm.texture);
mm.fb = RD::get_singleton()->framebuffer_create(fb);
// We can re-use the half texture here as it is an intermediate result
}
ll[1].mipmaps.push_back(mm);
}
base_width = MAX(1, base_width >> 1);
base_height = MAX(1, base_height >> 1);
}
base_width = MAX(1, base_width >> 1);
base_height = MAX(1, base_height >> 1);
rb->blur[0].layers.push_back(ll[0]);
rb->blur[1].layers.push_back(ll[1]);
}
if (!_render_buffers_can_be_storage()) {
@ -1640,21 +1646,19 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
tf.width = rb->internal_width;
tf.height = rb->internal_height;
tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
tf.array_layers = rb->view_count;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.array_layers = 1; // Our DOF effect handles one eye per turn
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.mipmaps = 1;
for (uint32_t i = 0; i < 4; i++) {
// associated blur texture
RID texture;
if (i == 0) {
texture = rb->texture;
} else if (i == 1) {
texture = rb->blur[0].mipmaps[0].texture;
if (i == 1) {
texture = rb->blur[0].layers[0].mipmaps[0].texture;
} else if (i == 2) {
texture = rb->blur[1].mipmaps[0].texture;
texture = rb->blur[1].layers[0].mipmaps[0].texture;
} else if (i == 3) {
texture = rb->blur[0].mipmaps[1].texture;
texture = rb->blur[0].layers[0].mipmaps[1].texture;
}
// create weight texture
@ -1662,7 +1666,9 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
// create frame buffer
Vector<RID> fb;
fb.push_back(texture);
if (i != 0) {
fb.push_back(texture);
}
fb.push_back(rb->weight_buffers[i].weight);
rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
@ -1672,13 +1678,6 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.height = MAX(1u, tf.height >> 1);
}
}
{
// and finally an FB for just our base weights
Vector<RID> fb;
fb.push_back(rb->weight_buffers[0].weight);
rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
}
@ -1765,6 +1764,21 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
}
void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
for (int i = 0; i < rb->views.size(); i++) {
if (rb->views[i].view_fb.is_valid()) {
RD::get_singleton()->free(rb->views[i].view_fb);
}
if (rb->views[i].view_texture.is_valid()) {
RD::get_singleton()->free(rb->views[i].view_texture);
}
if (rb->views[i].view_depth.is_valid()) {
RD::get_singleton()->free(rb->views[i].view_depth);
}
}
}
rb->views.clear();
if (rb->texture_fb.is_valid()) {
RD::get_singleton()->free(rb->texture_fb);
rb->texture_fb = RID();
@ -1813,24 +1827,26 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
}
for (int i = 0; i < 2; i++) {
for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
// do we free the texture slice here? or is it enough to free the main texture?
for (int l = 0; l < rb->blur[i].layers.size(); l++) {
for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
// do we free the texture slice here? or is it enough to free the main texture?
// do free the mobile extra stuff
if (rb->blur[i].mipmaps[m].fb.is_valid()) {
RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
}
// texture and framebuffer in both blur mipmaps are shared, so only free from the first one
if (i == 0) {
if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
// do free the mobile extra stuff
if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
}
if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
// texture and framebuffer in both blur mipmaps are shared, so only free from the first one
if (i == 0) {
if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
}
if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
}
}
}
}
rb->blur[i].mipmaps.clear();
rb->blur[i].layers.clear();
if (rb->blur[i].texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].texture);
@ -1998,8 +2014,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
_allocate_blur_textures(rb);
}
storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].mipmaps[1].texture);
storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture);
}
void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
@ -2295,14 +2311,14 @@ void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
ERR_FAIL_COND(!rb);
if (rb->ss_effects.last_frame.is_valid()) {
storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
int width = rb->width;
int height = rb->height;
for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
}
}
}
@ -2317,19 +2333,19 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
_allocate_blur_textures(rb);
}
// @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
bool can_use_storage = _render_buffers_can_be_storage();
if (can_use_storage) {
storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
}
} else {
storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
for (uint32_t v = 0; v < rb->view_count; v++) {
if (can_use_storage) {
copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
}
} else {
copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
}
}
}
@ -2351,9 +2367,9 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
bool can_use_storage = _render_buffers_can_be_storage();
if (can_use_storage) {
storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
} else {
storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
}
RD::get_singleton()->draw_command_end_label();
@ -2371,30 +2387,33 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
bool can_use_storage = _render_buffers_can_be_storage();
// @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
RD::get_singleton()->draw_command_begin_label("DOF");
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
}
EffectsRD::BokehBuffers buffers;
RendererRD::BokehDOF::BokehBuffers buffers;
// Textures we use
buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
buffers.base_texture = rb->internal_texture;
buffers.depth_texture = rb->depth_texture;
buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
float bokeh_size = camfx->dof_blur_amount * 64.0;
if (can_use_storage) {
storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
for (uint32_t i = 0; i < rb->view_count; i++) {
buffers.base_texture = rb->views[i].view_texture;
buffers.depth_texture = rb->views[i].view_depth;
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data->view_projection[i].get_z_near();
float z_far = p_render_data->view_projection[i].get_z_far();
bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
};
} else {
// Set framebuffers.
buffers.base_fb = rb->texture_fb;
buffers.secondary_fb = rb->weight_buffers[1].fb;
buffers.half_fb[0] = rb->weight_buffers[2].fb;
buffers.half_fb[1] = rb->weight_buffers[3].fb;
@ -2404,9 +2423,18 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
// Set weight buffers.
buffers.base_weight_fb = rb->base_weight_fb;
buffers.base_weight_fb = rb->weight_buffers[0].fb;
storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
for (uint32_t i = 0; i < rb->view_count; i++) {
buffers.base_texture = rb->views[i].view_texture;
buffers.depth_texture = rb->views[i].view_depth;
buffers.base_fb = rb->views[i].view_fb;
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data->view_projection[i].get_z_near();
float z_far = p_render_data->view_projection[i].get_z_far();
bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
}
}
RD::get_singleton()->draw_command_end_label();
}
@ -2449,33 +2477,36 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
if (env->glow_levels[i] > 0.0) {
if (i >= rb->blur[1].mipmaps.size()) {
max_glow_level = rb->blur[1].mipmaps.size() - 1;
if (i >= rb->blur[1].layers[0].mipmaps.size()) {
max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
} else {
max_glow_level = i;
}
}
}
for (int i = 0; i < (max_glow_level + 1); i++) {
int vp_w = rb->blur[1].mipmaps[i].width;
int vp_h = rb->blur[1].mipmaps[i].height;
float luminance_multiplier = _render_buffers_get_luminance_multiplier();
for (uint32_t l = 0; l < rb->view_count; l++) {
for (int i = 0; i < (max_glow_level + 1); i++) {
int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
if (i == 0) {
RID luminance_texture;
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
if (can_use_storage) {
storage->get_effects()->gaussian_glow(rb->internal_texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
if (i == 0) {
RID luminance_texture;
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
if (can_use_storage) {
copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
} else {
copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
}
} else {
storage->get_effects()->gaussian_glow_raster(rb->internal_texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
}
} else {
if (can_use_storage) {
storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
} else {
storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
if (can_use_storage) {
copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
} else {
copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
}
}
}
}
@ -2503,8 +2534,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
tonemap.glow_levels[i] = env->glow_levels[i];
}
tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
tonemap.glow_texture = rb->blur[1].texture;
if (env->glow_map.is_valid()) {
@ -2652,7 +2683,6 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
EffectsRD *effects = storage->get_effects();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@ -2666,7 +2696,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
}
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@ -2675,7 +2705,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@ -2685,7 +2715,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
if (decal_atlas.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
}
}
@ -2693,36 +2723,36 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
if (rb->luminance.current.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
RID ambient_texture = rb->ambient_buffer;
RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
}
@ -3035,12 +3065,38 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
if (!_render_buffers_can_be_storage()) {
// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
Vector<RID> fb;
fb.push_back(rb->internal_texture);
{
if (!_render_buffers_can_be_storage()) {
// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
Vector<RID> fb;
fb.push_back(rb->internal_texture);
rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
}
rb->views.clear(); // JIC
if (rb->view_count == 1) {
// copy as a convenience
RenderBuffers::View view;
view.view_texture = rb->internal_texture;
view.view_depth = rb->depth_texture;
view.view_fb = rb->texture_fb;
rb->views.push_back(view);
} else {
for (uint32_t i = 0; i < rb->view_count; i++) {
RenderBuffers::View view;
view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->internal_texture, i, 0);
view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
if (!_render_buffers_can_be_storage()) {
Vector<RID> fb;
fb.push_back(view.view_texture);
view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
}
rb->views.push_back(view);
}
}
}
RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
@ -5836,12 +5892,21 @@ void fog() {
cull_argument.set_page_pool(&cull_argument_pool);
bool can_use_storage = _render_buffers_can_be_storage();
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
tone_mapper = memnew(RendererRD::ToneMapper);
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (bokeh_dof) {
memdelete(bokeh_dof);
}
if (copy_effects) {
memdelete(copy_effects);
}
if (tone_mapper) {
memdelete(tone_mapper);
}

View file

@ -35,6 +35,8 @@
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
@ -94,6 +96,8 @@ class RendererSceneRenderRD : public RendererSceneRender {
protected:
RendererStorageRD *storage = nullptr;
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
double time = 0.0;
double time_step = 0.0;
@ -482,6 +486,14 @@ private:
RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
// Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
struct View {
RID view_texture; // texture slice for this view/layer
RID view_depth; // depth slice for this view/layer
RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
};
Vector<View> views;
RendererSceneGIRD::SDFGI *sdfgi = nullptr;
VolumetricFog *volumetric_fog = nullptr;
RendererSceneGIRD::RenderBuffersGI gi;
@ -503,19 +515,22 @@ private:
RID half_fb;
};
Vector<Mipmap> mipmaps;
struct Layer {
Vector<Mipmap> mipmaps;
};
Vector<Layer> layers;
};
Blur blur[2]; //the second one starts from the first mipmap
struct WeightBuffers {
RID weight;
RID fb; // FB with both texture and weight
RID fb; // FB with both texture and weight writing into one level lower
};
// 2 full size, 2 half size
WeightBuffers weight_buffers[4]; // Only used in raster
RID base_weight_fb; // base buffer for weight
RID depth_back_texture;
RID depth_back_fb; // only used on mobile

View file

@ -32,6 +32,7 @@
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.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/storage_rd/texture_storage.h"
@ -730,8 +731,10 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
return true;
}
Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
if (radiance.is_valid()) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
tf.width = p_size.width;
@ -739,7 +742,7 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage,
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
RD::get_singleton()->free(rad_tex);
@ -1905,7 +1908,7 @@ Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool
update_dirty_skys();
return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
}
RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {

View file

@ -273,7 +273,7 @@ public:
bool set_radiance_size(int p_radiance_size);
bool set_mode(RS::SkyMode p_mode);
bool set_material(RID p_material);
Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
};
uint32_t sky_ggx_samples_quality;

View file

@ -1,21 +0,0 @@
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
layout(push_constant, std430) uniform Blur {
vec2 pixel_size;
uint flags;
uint pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
}
blur;

View file

@ -53,7 +53,9 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
// note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
@ -94,6 +96,7 @@ void main() {
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
@ -101,7 +104,10 @@ void main() {
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
// only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
color *= blur.glow_strength;
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
@ -110,13 +116,17 @@ void main() {
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
color *= blur.glow_strength;
frag_color = color;
}
#undef GLOW_ADD
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
// In the first pass bring back to correct color range else we're applying the wrong threshold
// in subsequent passes we can use it as is as we'd just be undoing it right after.
frag_color *= blur.luminance_multiplier;
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
@ -126,10 +136,10 @@ void main() {
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
}
#endif
#endif // MODE_GAUSSIAN_GLOW
#ifdef MODE_COPY
vec4 color = textureLod(source_color, uv_interp, 0.0);

View file

@ -0,0 +1,26 @@
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
layout(push_constant, std430) uniform Blur {
vec2 pixel_size; // 08 - 08
uint flags; // 04 - 12
uint pad; // 04 - 16
// Glow.
float glow_strength; // 04 - 20
float glow_bloom; // 04 - 24
float glow_hdr_threshold; // 04 - 28
float glow_hdr_scale; // 04 - 32
float glow_exposure; // 04 - 36
float glow_white; // 04 - 40
float glow_luminance_cap; // 04 - 44
float glow_auto_exposure_grey; // 04 - 48
float luminance_multiplier; // 04 - 52
float res1; // 04 - 56
float res2; // 04 - 60
float res3; // 04 - 64
}
blur;

View file

@ -189,7 +189,7 @@ void main() {
#endif
color *= params.glow_exposure;
float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
float luminance = max(color.r, max(color.g, color.b));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));

View file

@ -44,7 +44,11 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
#ifdef MULTIVIEW
layout(set = 2, binding = 0) uniform sampler2DArray source_glow;
#else
layout(set = 2, binding = 0) uniform sampler2D source_glow;
#endif
layout(set = 2, binding = 1) uniform sampler2D glow_map;
#ifdef USE_1D_LUT
@ -118,6 +122,36 @@ float h1(float a) {
return 1.0f + w3(a) / (w2(a) + w3(a));
}
#ifdef MULTIVIEW
vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
vec2 pixel_size = vec2(1.0f) / tex_size;
uv = uv * tex_size + vec2(0.5f);
vec2 iuv = floor(uv);
vec2 fuv = fract(uv);
float g0x = g0(fuv.x);
float g1x = g1(fuv.x);
float h0x = h0(fuv.x);
float h1x = h1(fuv.x);
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
#else // MULTIVIEW
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
@ -145,12 +179,17 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
#endif // !MULTIVIEW
#else
#else // USE_GLOW_FILTER_BICUBIC
#ifdef MULTIVIEW
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod))
#else // MULTIVIEW
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
#endif // !MULTIVIEW
#endif
#endif // !USE_GLOW_FILTER_BICUBIC
vec3 tonemap_filmic(vec3 color, float white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
@ -231,7 +270,11 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
}
}
#ifdef MULTIVIEW
vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later
#else
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
#endif // defined(MULTIVIEW)
vec3 glow = vec3(0.0f);
if (params.glow_levels[0] > 0.0001) {

View file

@ -1420,6 +1420,25 @@ MaterialStorage::MaterialStorage() {
//custom sampler
sampler_rd_configure_custom(0.0f);
// buffers
{ //create index array for copy shaders
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
}
// Shaders
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
shader_data_request_func[i] = nullptr;
}
@ -1441,6 +1460,10 @@ MaterialStorage::~MaterialStorage() {
memdelete_arr(global_variables.buffer_dirty_regions);
RD::get_singleton()->free(global_variables.buffer);
// buffers
RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
//def samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {

View file

@ -200,6 +200,11 @@ private:
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
/* Buffers */
RID quad_index_buffer;
RID quad_index_array;
/* GLOBAL VARIABLE API */
GlobalVariables global_variables;
@ -240,6 +245,10 @@ public:
// void sampler_rd_set_default(float p_mipmap_bias);
/* Buffers */
RID get_quad_index_array() { return quad_index_array; }
/* GLOBAL VARIABLE API */
void _update_global_variables();

View file

@ -29,8 +29,8 @@
/*************************************************************************/
#include "texture_storage.h"
#include "../renderer_storage_rd.h"
#include "../effects/copy_effects.h"
#include "material_storage.h"
using namespace RendererRD;
@ -1808,8 +1808,8 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const {
}
void TextureStorage::update_decal_atlas() {
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
ERR_FAIL_NULL(effects);
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);
if (!decal_atlas.dirty) {
return; //nothing to do
@ -1987,14 +1987,14 @@ void TextureStorage::update_decal_atlas() {
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
Texture *src_tex = get_texture(*K);
effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
copy_effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
}
RD::get_singleton()->draw_list_end();
prev_texture = mm.texture;
} else {
effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
copy_effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
prev_texture = mm.texture;
}
} else {
@ -2623,8 +2623,8 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
ERR_FAIL_NULL(effects);
CopyEffects *copy_effects = CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
@ -2642,9 +2642,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
}
}
// TODO figure out stereo support here
//single texture copy for backbuffer
//RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
if (!p_gen_mipmaps) {
return;
@ -2660,7 +2662,7 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
effects->gaussian_blur(prev_texture, mipmap, region, true);
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
@ -2670,8 +2672,8 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
ERR_FAIL_NULL(effects);
CopyEffects *copy_effects = CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
@ -2688,15 +2690,15 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
}
//single texture copy for backbuffer
effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
ERR_FAIL_NULL(effects);
CopyEffects *copy_effects = CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
@ -2722,7 +2724,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
effects->gaussian_blur(prev_texture, mipmap, region, true);
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();