Merge pull request #84169 from BastiaanOlij/vulkan_mobile_merge_passes

Merge passes in Vulkan mobile renderer
This commit is contained in:
Yuri Sizov 2023-12-16 17:49:27 +01:00
commit ef94545658
4 changed files with 147 additions and 178 deletions

View file

@ -593,6 +593,40 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
RD::get_singleton()->draw_list_end();
}
void CopyEffects::copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
copy_to_fb.push_constant.luminance_multiplier = 1.0;
if (p_linear) {
// Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
// to allow for a wider effective range.
copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
}
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
// Multiview not supported here!
CopyToFBMode mode = COPY_TO_FB_COPY;
RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_fb_format));
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
RD::get_singleton()->draw_list_draw(p_draw_list, true);
}
void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer.");

View file

@ -330,6 +330,7 @@ public:
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, bool alpha_to_one = false, bool p_linear = 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_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear = 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, const Size2i &p_size, bool p_8bit_dst = false);

View file

@ -192,17 +192,15 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
// Define our base pass, we'll be re-using this
RD::FramebufferPass pass;
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
if (vrs_texture.is_valid()) {
pass.vrs_attachment = 2;
}
switch (p_config_type) {
case FB_CONFIG_ONE_PASS: {
// just one pass
case FB_CONFIG_RENDER_PASS: {
RD::FramebufferPass pass;
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
if (vrs_texture.is_valid()) {
pass.vrs_attachment = 2;
}
if (use_msaa) {
// Add resolve
pass.resolve_attachments.push_back(color_buffer_id);
@ -211,53 +209,26 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
} break;
case FB_CONFIG_TWO_SUBPASSES: {
// - opaque pass
passes.push_back(pass);
// - add sky pass
if (use_msaa) {
// add resolve
pass.resolve_attachments.push_back(color_buffer_id);
}
passes.push_back(pass);
return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
} break;
case FB_CONFIG_THREE_SUBPASSES: {
// - opaque pass
passes.push_back(pass);
// - add sky pass
passes.push_back(pass);
// - add alpha pass
if (use_msaa) {
// add resolve
pass.resolve_attachments.push_back(color_buffer_id);
}
passes.push_back(pass);
return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
} break;
case FB_CONFIG_FOUR_SUBPASSES: {
case FB_CONFIG_RENDER_AND_POST_PASS: {
Size2i target_size = render_buffers->get_target_size();
Size2i internal_size = render_buffers->get_internal_size();
// can't do our blit pass if resolutions don't match, this should already have been checked.
ERR_FAIL_COND_V(target_size != internal_size, RID());
// - opaque pass
passes.push_back(pass);
RD::FramebufferPass pass;
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
if (vrs_texture.is_valid()) {
pass.vrs_attachment = 2;
}
// - add sky pass
passes.push_back(pass);
// - add alpha pass
if (use_msaa) {
// add resolve
pass.resolve_attachments.push_back(color_buffer_id);
}
passes.push_back(pass);
// - add blit to 2D pass
@ -739,8 +710,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Size2i screen_size;
RID framebuffer;
bool reverse_cull = p_render_data->scene_data->cam_transform.basis.determinant() < 0;
bool using_subpass_transparent = true;
bool using_subpass_post_process = true;
bool merge_transparent_pass = true; // If true: we can do our transparent pass in the same pass as our opaque pass.
bool using_subpass_post_process = true; // If true: we can do our post processing in a subpass
RendererRD::MaterialStorage::Samplers samplers;
bool using_shadows = true;
@ -786,7 +757,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
reverse_cull = true;
using_subpass_transparent = true; // we ignore our screen/depth texture here
merge_transparent_pass = true; // we ignore our screen/depth texture here
using_subpass_post_process = false; // not applicable at all for reflection probes.
samplers = RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default();
} else if (rb_data.is_valid()) {
@ -803,19 +774,16 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
// can't use our last two subpasses because we're reading from screen texture or depth texture
using_subpass_transparent = false;
merge_transparent_pass = false;
using_subpass_post_process = false;
}
if (using_subpass_post_process) {
// all as subpasses
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
} else if (using_subpass_transparent) {
// our tonemap pass is separate
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES);
// We can do all in one go.
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_AND_POST_PASS);
} else {
// only opaque and sky as subpasses
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES);
// We separate things out.
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
}
samplers = rb->get_samplers();
} else {
@ -844,6 +812,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Color clear_color = p_default_bg_color;
bool keep_color = false;
bool copy_canvas = false;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
@ -882,12 +851,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
} break;
case RS::ENV_BG_CANVAS: {
if (rb_data.is_valid()) {
RID dest_framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
bool convert_to_linear = !RendererRD::TextureStorage::get_singleton()->render_target_is_using_hdr(rb->get_render_target());
copy_effects->copy_to_fb_rect(texture, dest_framebuffer, Rect2i(), false, false, false, false, RID(), false, false, convert_to_linear);
copy_canvas = true;
}
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
keep_color = true;
@ -955,6 +920,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
}
}
{
if (rb_data.is_valid()) {
RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
@ -963,8 +929,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
// opaque pass
RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
RD::get_singleton()->draw_command_begin_label("Render Opaque");
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
@ -973,9 +938,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid());
if (using_subpass_transparent && using_subpass_post_process) {
if (merge_transparent_pass && using_subpass_post_process) {
RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
} else if (using_subpass_transparent) {
} else if (merge_transparent_pass) {
RENDER_TIMESTAMP("Render Opaque + Transparent");
} else {
RENDER_TIMESTAMP("Render Opaque");
@ -983,110 +948,74 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true);
bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture;
bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture;
// Set clear colors.
Vector<Color> c;
{
// regular forward for now
Vector<Color> c;
{
Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
if (rb_data.is_valid()) {
cc.a = 0; // For transparent viewport backgrounds.
}
c.push_back(cc); // Our render buffer.
if (rb_data.is_valid()) {
if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
}
if (using_subpass_post_process) {
c.push_back(Color()); // Our 2D buffer we're copying into.
}
}
Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
if (rb_data.is_valid()) {
cc.a = 0; // For transparent viewport backgrounds.
}
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
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);
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(), 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);
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"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
} else {
//single threaded
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);
_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
c.push_back(cc); // Our render buffer.
if (rb_data.is_valid()) {
if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
}
if (using_subpass_post_process) {
c.push_back(Color()); // Our 2D buffer we're copying into.
}
}
}
RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
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);
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
if (copy_canvas) {
if (p_render_data->scene_data->view_count > 1) {
WARN_PRINT_ONCE("Canvas background is not supported in multiview!");
} else {
RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target());
bool convert_to_linear = !RendererRD::TextureStorage::get_singleton()->render_target_is_using_hdr(rb->get_render_target());
copy_effects->copy_to_drawlist(draw_list, fb_format, texture, convert_to_linear);
}
}
if (render_list[RENDER_LIST_OPAQUE].elements.size() > 0) {
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);
render_list_params.framebuffer_format = fb_format;
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); // Should now always be 0.
_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
}
RD::get_singleton()->draw_command_end_label(); //Render Opaque
if (draw_sky || draw_sky_fog_only) {
RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
RD::get_singleton()->draw_command_begin_label("Draw Sky");
// Note, sky.setup should have been called up above and setup stuff we need.
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_energy_multiplier);
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
// 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
}
}
}

View file

@ -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
};