Merge pull request #84169 from BastiaanOlij/vulkan_mobile_merge_passes
Merge passes in Vulkan mobile renderer
This commit is contained in:
commit
ef94545658
4 changed files with 147 additions and 178 deletions
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@ -593,6 +593,40 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
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RD::get_singleton()->draw_list_end();
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}
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void CopyEffects::copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
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copy_to_fb.push_constant.luminance_multiplier = 1.0;
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if (p_linear) {
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// Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
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// to allow for a wider effective range.
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copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
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copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
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}
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
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// Multiview not supported here!
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CopyToFBMode mode = COPY_TO_FB_COPY;
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RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_fb_format));
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RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->draw_list_bind_index_array(p_draw_list, material_storage->get_quad_index_array());
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RD::get_singleton()->draw_list_set_push_constant(p_draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant));
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RD::get_singleton()->draw_list_draw(p_draw_list, true);
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}
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void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
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ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer.");
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@ -330,6 +330,7 @@ public:
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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);
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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, bool alpha_to_one = false, bool p_linear = false);
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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);
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void copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear = false);
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void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
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void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false);
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@ -192,17 +192,15 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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// Now define our subpasses
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Vector<RD::FramebufferPass> passes;
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// Define our base pass, we'll be re-using this
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RD::FramebufferPass pass;
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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if (vrs_texture.is_valid()) {
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pass.vrs_attachment = 2;
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}
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switch (p_config_type) {
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case FB_CONFIG_ONE_PASS: {
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// just one pass
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case FB_CONFIG_RENDER_PASS: {
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RD::FramebufferPass pass;
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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if (vrs_texture.is_valid()) {
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pass.vrs_attachment = 2;
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}
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if (use_msaa) {
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// Add resolve
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pass.resolve_attachments.push_back(color_buffer_id);
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@ -211,53 +209,26 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
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} break;
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case FB_CONFIG_TWO_SUBPASSES: {
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// - opaque pass
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passes.push_back(pass);
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// - add sky pass
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if (use_msaa) {
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// add resolve
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pass.resolve_attachments.push_back(color_buffer_id);
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}
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passes.push_back(pass);
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return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
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} break;
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case FB_CONFIG_THREE_SUBPASSES: {
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// - opaque pass
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passes.push_back(pass);
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// - add sky pass
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passes.push_back(pass);
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// - add alpha pass
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if (use_msaa) {
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// add resolve
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pass.resolve_attachments.push_back(color_buffer_id);
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}
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passes.push_back(pass);
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return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
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} break;
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case FB_CONFIG_FOUR_SUBPASSES: {
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case FB_CONFIG_RENDER_AND_POST_PASS: {
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Size2i target_size = render_buffers->get_target_size();
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Size2i internal_size = render_buffers->get_internal_size();
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// can't do our blit pass if resolutions don't match, this should already have been checked.
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ERR_FAIL_COND_V(target_size != internal_size, RID());
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// - opaque pass
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passes.push_back(pass);
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RD::FramebufferPass pass;
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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if (vrs_texture.is_valid()) {
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pass.vrs_attachment = 2;
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}
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// - add sky pass
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passes.push_back(pass);
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// - add alpha pass
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if (use_msaa) {
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// add resolve
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pass.resolve_attachments.push_back(color_buffer_id);
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}
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passes.push_back(pass);
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// - add blit to 2D pass
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@ -739,8 +710,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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Size2i screen_size;
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RID framebuffer;
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bool reverse_cull = p_render_data->scene_data->cam_transform.basis.determinant() < 0;
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bool using_subpass_transparent = true;
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bool using_subpass_post_process = true;
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bool merge_transparent_pass = true; // If true: we can do our transparent pass in the same pass as our opaque pass.
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bool using_subpass_post_process = true; // If true: we can do our post processing in a subpass
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RendererRD::MaterialStorage::Samplers samplers;
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bool using_shadows = true;
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@ -786,7 +757,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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}
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reverse_cull = true;
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using_subpass_transparent = true; // we ignore our screen/depth texture here
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merge_transparent_pass = true; // we ignore our screen/depth texture here
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using_subpass_post_process = false; // not applicable at all for reflection probes.
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samplers = RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default();
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} else if (rb_data.is_valid()) {
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@ -803,19 +774,16 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
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// can't use our last two subpasses because we're reading from screen texture or depth texture
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using_subpass_transparent = false;
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merge_transparent_pass = false;
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using_subpass_post_process = false;
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}
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if (using_subpass_post_process) {
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// all as subpasses
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
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} else if (using_subpass_transparent) {
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// our tonemap pass is separate
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES);
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// We can do all in one go.
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_AND_POST_PASS);
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} else {
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// only opaque and sky as subpasses
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES);
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// We separate things out.
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
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}
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samplers = rb->get_samplers();
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} else {
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@ -844,6 +812,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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Color clear_color = p_default_bg_color;
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bool keep_color = false;
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bool copy_canvas = false;
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
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@ -882,12 +851,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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} break;
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case RS::ENV_BG_CANVAS: {
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if (rb_data.is_valid()) {
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RID dest_framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
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RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
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bool convert_to_linear = !RendererRD::TextureStorage::get_singleton()->render_target_is_using_hdr(rb->get_render_target());
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copy_effects->copy_to_fb_rect(texture, dest_framebuffer, Rect2i(), false, false, false, false, RID(), false, false, convert_to_linear);
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copy_canvas = true;
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}
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keep_color = true;
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} break;
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case RS::ENV_BG_KEEP: {
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keep_color = true;
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@ -955,6 +920,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
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}
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}
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{
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if (rb_data.is_valid()) {
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RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
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@ -963,8 +929,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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}
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// opaque pass
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RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
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RD::get_singleton()->draw_command_begin_label("Render Opaque");
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p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
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@ -973,9 +938,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid());
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if (using_subpass_transparent && using_subpass_post_process) {
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if (merge_transparent_pass && using_subpass_post_process) {
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RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
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} else if (using_subpass_transparent) {
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} else if (merge_transparent_pass) {
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RENDER_TIMESTAMP("Render Opaque + Transparent");
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} else {
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RENDER_TIMESTAMP("Render Opaque");
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@ -983,110 +948,74 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true);
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bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture;
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bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture;
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// Set clear colors.
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Vector<Color> c;
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{
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// regular forward for now
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Vector<Color> c;
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{
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Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
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if (rb_data.is_valid()) {
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cc.a = 0; // For transparent viewport backgrounds.
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}
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c.push_back(cc); // Our render buffer.
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if (rb_data.is_valid()) {
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if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
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}
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if (using_subpass_post_process) {
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c.push_back(Color()); // Our 2D buffer we're copying into.
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}
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}
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Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
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if (rb_data.is_valid()) {
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cc.a = 0; // For transparent viewport backgrounds.
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}
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RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
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RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
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render_list_params.framebuffer_format = fb_format;
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if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
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// secondary command buffers need more testing at this time
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//multi threaded
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thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
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RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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} else {
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//single threaded
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
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c.push_back(cc); // Our render buffer.
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if (rb_data.is_valid()) {
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if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
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}
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if (using_subpass_post_process) {
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c.push_back(Color()); // Our 2D buffer we're copying into.
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}
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}
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}
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RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, merge_transparent_pass ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, merge_transparent_pass ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, c, 1.0, 0);
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RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
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if (copy_canvas) {
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if (p_render_data->scene_data->view_count > 1) {
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WARN_PRINT_ONCE("Canvas background is not supported in multiview!");
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} else {
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RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
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bool convert_to_linear = !RendererRD::TextureStorage::get_singleton()->render_target_is_using_hdr(rb->get_render_target());
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copy_effects->copy_to_drawlist(draw_list, fb_format, texture, convert_to_linear);
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}
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}
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if (render_list[RENDER_LIST_OPAQUE].elements.size() > 0) {
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RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
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render_list_params.framebuffer_format = fb_format;
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render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); // Should now always be 0.
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_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
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}
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RD::get_singleton()->draw_command_end_label(); //Render Opaque
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if (draw_sky || draw_sky_fog_only) {
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RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
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RD::get_singleton()->draw_command_begin_label("Draw Sky");
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// Note, sky.setup should have been called up above and setup stuff we need.
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_energy_multiplier);
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RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
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// note, if MSAA is used in 2-subpass approach we should get an automatic resolve here
|
||||
} else {
|
||||
// switch to subpass but we do nothing here so basically we skip (though this should trigger resolve with 2-subpass MSAA).
|
||||
RD::get_singleton()->draw_list_switch_to_next_pass();
|
||||
RD::get_singleton()->draw_command_end_label(); // Draw Sky
|
||||
}
|
||||
|
||||
if (!using_subpass_transparent) {
|
||||
// We're done with our subpasses so end our container pass
|
||||
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
if (merge_transparent_pass) {
|
||||
if (render_list[RENDER_LIST_ALPHA].element_info.size() > 0) {
|
||||
// transparent pass
|
||||
|
||||
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
|
||||
}
|
||||
RD::get_singleton()->draw_command_begin_label("Render Transparent");
|
||||
|
||||
if (scene_state.used_screen_texture) {
|
||||
// Copy screen texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_screen_texture(p_render_data);
|
||||
}
|
||||
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
|
||||
|
||||
if (scene_state.used_depth_texture) {
|
||||
// Copy depth texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_depth_texture(p_render_data);
|
||||
}
|
||||
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
|
||||
render_list_params.framebuffer_format = fb_format;
|
||||
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); // Should now always be 0.
|
||||
|
||||
// transparent pass
|
||||
|
||||
RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
|
||||
|
||||
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
|
||||
|
||||
if (using_subpass_transparent) {
|
||||
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
|
||||
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
|
||||
render_list_params.framebuffer_format = fb_format;
|
||||
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
|
||||
// secondary command buffers need more testing at this time
|
||||
//multi threaded
|
||||
thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
|
||||
RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
|
||||
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
|
||||
WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
|
||||
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
|
||||
|
||||
} else {
|
||||
//single threaded
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
|
||||
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
|
||||
_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
|
||||
RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
|
||||
}
|
||||
|
||||
// note if we are using MSAA we should get an automatic resolve through our subpass configuration.
|
||||
|
||||
|
@ -1099,35 +1028,46 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
|
|||
|
||||
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
} else {
|
||||
RENDER_TIMESTAMP("Render Transparent");
|
||||
// We're done with our subpasses so end our container pass
|
||||
// note, if MSAA is used we should get an automatic resolve here
|
||||
|
||||
if (rb_data.is_valid()) {
|
||||
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
|
||||
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
|
||||
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
|
||||
|
||||
if (scene_state.used_screen_texture) {
|
||||
// Copy screen texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_screen_texture(p_render_data);
|
||||
}
|
||||
|
||||
// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
|
||||
// _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
|
||||
if (scene_state.used_depth_texture) {
|
||||
// Copy depth texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_depth_texture(p_render_data);
|
||||
}
|
||||
|
||||
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
|
||||
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
|
||||
render_list_params.framebuffer_format = fb_format;
|
||||
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
|
||||
// secondary command buffers need more testing at this time
|
||||
//multi threaded
|
||||
thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
|
||||
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
|
||||
WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
|
||||
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
|
||||
if (render_list[RENDER_LIST_ALPHA].element_info.size() > 0) {
|
||||
RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
|
||||
RENDER_TIMESTAMP("Render Transparent");
|
||||
|
||||
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
} else {
|
||||
//single threaded
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
|
||||
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
|
||||
|
||||
if (rb_data.is_valid()) {
|
||||
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
|
||||
}
|
||||
|
||||
// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
|
||||
//_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
|
||||
|
||||
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
|
||||
render_list_params.framebuffer_format = fb_format;
|
||||
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); // Should now always be 0.
|
||||
|
||||
draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
|
||||
_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
|
||||
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
|
||||
RD::get_singleton()->draw_command_end_label(); // Render Transparent Pass
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -106,15 +106,9 @@ private:
|
|||
GDCLASS(RenderBufferDataForwardMobile, RenderBufferCustomDataRD);
|
||||
|
||||
public:
|
||||
// We can have:
|
||||
// - 4 subpasses combining the full render cycle
|
||||
// - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
|
||||
// - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
|
||||
enum FramebufferConfigType {
|
||||
FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass
|
||||
FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass
|
||||
FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass
|
||||
FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass
|
||||
FB_CONFIG_RENDER_PASS, // Single pass framebuffer for normal rendering.
|
||||
FB_CONFIG_RENDER_AND_POST_PASS, // Two subpasses, one for normal rendering, one for post processing.
|
||||
FB_CONFIG_MAX
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue