/**************************************************************************/ /* renderer_canvas_render_rd.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 RENDERER_CANVAS_RENDER_RD_H #define RENDERER_CANVAS_RENDER_RD_H #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/shader_compiler.h" class RendererCanvasRenderRD : public RendererCanvasRender { enum { BASE_UNIFORM_SET = 0, MATERIAL_UNIFORM_SET = 1, TRANSFORMS_UNIFORM_SET = 2, BATCH_UNIFORM_SET = 3, }; const int SAMPLERS_BINDING_FIRST_INDEX = 10; enum ShaderVariant { SHADER_VARIANT_QUAD, SHADER_VARIANT_NINEPATCH, SHADER_VARIANT_PRIMITIVE, SHADER_VARIANT_PRIMITIVE_POINTS, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES_POINTS, SHADER_VARIANT_MAX }; enum { FLAGS_INSTANCING_MASK = 0x7F, FLAGS_INSTANCING_HAS_COLORS = (1 << 7), FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8), FLAGS_CLIP_RECT_UV = (1 << 9), FLAGS_TRANSPOSE_RECT = (1 << 10), FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 11), FLAGS_NINEPACH_DRAW_CENTER = (1 << 12), FLAGS_USE_SKELETON = (1 << 15), FLAGS_NINEPATCH_H_MODE_SHIFT = 16, FLAGS_NINEPATCH_V_MODE_SHIFT = 18, FLAGS_LIGHT_COUNT_SHIFT = 20, FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 24), FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 25), FLAGS_USE_MSDF = (1 << 26), FLAGS_USE_LCD = (1 << 27), FLAGS_FLIP_H = (1 << 28), FLAGS_FLIP_V = (1 << 29), }; enum { LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF, LIGHT_FLAGS_BLEND_SHIFT = 16, LIGHT_FLAGS_BLEND_MASK = (3 << 16), LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16), LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16), LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16), LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16), LIGHT_FLAGS_HAS_SHADOW = (1 << 20), LIGHT_FLAGS_FILTER_SHIFT = 22 }; enum { MAX_RENDER_ITEMS = 256 * 1024, MAX_LIGHT_TEXTURES = 1024, MAX_LIGHTS_PER_ITEM = 16, DEFAULT_MAX_LIGHTS_PER_RENDER = 256 }; /****************/ /**** SHADER ****/ /****************/ struct ShaderSpecialization { union { struct { uint32_t use_lighting : 1; }; uint32_t packed_0; }; }; struct PipelineKey { ShaderVariant variant = SHADER_VARIANT_MAX; RD::FramebufferFormatID framebuffer_format_id = RD::INVALID_FORMAT_ID; RD::VertexFormatID vertex_format_id = RD::INVALID_ID; RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_MAX; ShaderSpecialization shader_specialization = {}; uint32_t lcd_blend = 0; uint32_t ubershader = 0; uint32_t hash() const { uint32_t h = hash_murmur3_one_32(variant); h = hash_murmur3_one_32(framebuffer_format_id, h); h = hash_murmur3_one_32(vertex_format_id, h); h = hash_murmur3_one_32(render_primitive, h); h = hash_murmur3_one_32(shader_specialization.packed_0, h); h = hash_murmur3_one_32(lcd_blend, h); h = hash_murmur3_one_32(ubershader, h); return hash_fmix32(h); } }; struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData { Vector texture_uniforms; int blend_mode = 0; Vector ubo_offsets; uint32_t ubo_size = 0; String code; RID version; PipelineHashMapRD pipeline_hash_map; static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VARIANT_MAX * 2; std::atomic vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {}; bool uses_screen_texture = false; bool uses_screen_texture_mipmaps = false; bool uses_sdf = false; bool uses_time = false; void _clear_vertex_input_mask_cache(); void _create_pipeline(PipelineKey p_pipeline_key); virtual void set_code(const String &p_Code); virtual bool is_animated() const; virtual bool casts_shadows() const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; RID get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const; uint64_t get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader); bool is_valid() const; CanvasShaderData(); virtual ~CanvasShaderData(); }; struct { // Data must be guaranteed to be erased before the rest on the destructor. CanvasShaderData *default_version_data = nullptr; CanvasShaderRD canvas_shader; RID default_version_rd_shader; RID quad_index_buffer; RID quad_index_array; ShaderCompiler compiler; uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {}; Mutex mutex; } shader; RendererRD::MaterialStorage::ShaderData *_create_shader_func(); static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast(singleton)->_create_shader_func(); } struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData { CanvasShaderData *shader_data = nullptr; RID uniform_set; RID uniform_set_srgb; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual bool update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~CanvasMaterialData(); }; RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader); static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast(singleton)->_create_material_func(static_cast(p_shader)); } /**************************/ /**** CANVAS TEXTURES *****/ /**************************/ struct { RS::CanvasItemTextureFilter default_filter; RS::CanvasItemTextureRepeat default_repeat; } default_samplers; /******************/ /**** POLYGONS ****/ /******************/ struct PolygonBuffers { RD::VertexFormatID vertex_format_id; RID vertex_buffer; RID vertex_array; RID index_buffer; RID indices; uint32_t primitive_count = 0; }; struct { HashMap polygons; PolygonID last_id; } polygon_buffers; /********************/ /**** PRIMITIVES ****/ /********************/ struct { RID index_array[4]; } primitive_arrays; /*******************/ /**** MATERIALS ****/ /*******************/ /******************/ /**** LIGHTING ****/ /******************/ struct CanvasLight { RID texture; struct { bool enabled = false; float z_far; float y_offset; Transform2D directional_xform; } shadow; }; RID_Owner canvas_light_owner; struct ShadowRenderPushConstant { float projection[16]; float modelview[8]; float direction[2]; float z_far; float pad; }; struct OccluderPolygon { RS::CanvasOccluderPolygonCullMode cull_mode; int line_point_count; RID vertex_buffer; RID vertex_array; RID index_buffer; RID index_array; int sdf_point_count; int sdf_index_count; RID sdf_vertex_buffer; RID sdf_vertex_array; RID sdf_index_buffer; RID sdf_index_array; bool sdf_is_lines; }; struct LightUniform { float matrix[8]; //light to texture coordinate matrix float shadow_matrix[8]; //light to shadow coordinate matrix float color[4]; uint8_t shadow_color[4]; uint32_t flags; //index to light texture float shadow_pixel_size; float height; float position[2]; float shadow_z_far_inv; float shadow_y_ofs; float atlas_rect[4]; }; RID_Owner occluder_polygon_owner; enum ShadowRenderMode { SHADOW_RENDER_MODE_SHADOW, SHADOW_RENDER_MODE_SDF, }; enum { SHADOW_RENDER_SDF_TRIANGLES, SHADOW_RENDER_SDF_LINES, }; struct { CanvasOcclusionShaderRD shader; RID shader_version; RID render_pipelines[3]; RID sdf_render_pipelines[2]; RD::VertexFormatID vertex_format; RD::VertexFormatID sdf_vertex_format; RD::FramebufferFormatID framebuffer_format; RD::FramebufferFormatID sdf_framebuffer_format; } shadow_render; /***************/ /**** STATE ****/ /***************/ //state that does not vary across rendering all items struct InstanceData { float world[6]; uint32_t flags; uint32_t specular_shininess; union { //rect struct { float modulation[4]; union { float msdf[4]; float ninepatch_margins[4]; }; float dst_rect[4]; float src_rect[4]; float pad[2]; }; //primitive struct { float points[6]; // vec2 points[3] float uvs[6]; // vec2 points[3] uint32_t colors[6]; // colors encoded as half }; }; float color_texture_pixel_size[2]; uint32_t lights[4]; }; struct PushConstant { uint32_t base_instance_index; ShaderSpecialization shader_specialization; uint32_t pad2; uint32_t pad3; }; // TextureState is used to determine when a new batch is required due to a change of texture state. struct TextureState { static const uint32_t FILTER_SHIFT = 0; static const uint32_t FILTER_BITS = 3; static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1; static const uint32_t REPEAT_SHIFT = FILTER_BITS; static const uint32_t REPEAT_BITS = 2; static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1; static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS; static const uint32_t TEXTURE_IS_DATA_BITS = 1; static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1; static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS; static const uint32_t LINEAR_COLORS_BITS = 1; static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1; RID texture; uint32_t other = 0; TextureState() {} TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) { texture = p_texture; other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) | (((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) | (((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) | (((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT); } _FORCE_INLINE_ RS::CanvasItemTextureFilter texture_filter() const { return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK); } _FORCE_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const { return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK); } _FORCE_INLINE_ bool linear_colors() const { return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK; } _FORCE_INLINE_ bool texture_is_data() const { return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK; } bool operator==(const TextureState &p_val) const { return (texture == p_val.texture) && (other == p_val.other); } bool operator!=(const TextureState &p_val) const { return (texture != p_val.texture) || (other != p_val.other); } }; struct TextureInfo { TextureState state; uint32_t specular_shininess = 0; uint32_t flags = 0; Vector2 texpixel_size; RID diffuse; RID normal; RID specular; RID sampler; }; struct Batch { // Position in the UBO measured in bytes uint32_t start = 0; uint32_t instance_count = 0; uint32_t instance_buffer_index = 0; TextureInfo tex_info; Color modulate = Color(1.0, 1.0, 1.0, 1.0); Item *clip = nullptr; RID material; CanvasMaterialData *material_data = nullptr; const Item::Command *command = nullptr; Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch. ShaderVariant shader_variant = SHADER_VARIANT_QUAD; RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES; bool use_lighting = false; // batch-specific data union { // TYPE_PRIMITIVE uint32_t primitive_points = 0; // TYPE_PARTICLES uint32_t mesh_instance_count; }; bool has_blend = false; }; struct DataBuffer { LocalVector instance_buffers; }; struct State { //state buffer struct Buffer { float canvas_transform[16]; float screen_transform[16]; float canvas_normal_transform[16]; float canvas_modulate[4]; float screen_pixel_size[2]; float time; uint32_t use_pixel_snap; float sdf_to_tex[4]; float sdf_to_screen[2]; float screen_to_sdf[2]; uint32_t directional_light_count; float tex_to_sdf; uint32_t pad1; uint32_t pad2; }; LocalVector canvas_instance_data_buffers; LocalVector canvas_instance_batches; uint32_t current_data_buffer_index = 0; uint32_t current_instance_buffer_index = 0; uint32_t current_batch_index = 0; uint32_t last_instance_index = 0; InstanceData *instance_data_array = nullptr; uint32_t max_instances_per_buffer = 16384; uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData); RID current_batch_uniform_set; LightUniform *light_uniforms = nullptr; RID lights_uniform_buffer; RID canvas_state_buffer; RID shadow_sampler; RID shadow_texture; RID shadow_depth_texture; RID shadow_fb; int shadow_texture_size = 2048; RID default_transforms_uniform_set; uint32_t max_lights_per_render; uint32_t max_lights_per_item; double time; } state; Item *items[MAX_RENDER_ITEMS]; TextureInfo default_texture_info; bool using_directional_lights = false; RID default_canvas_texture; RID default_canvas_group_shader; RID default_canvas_group_material; RID default_clip_children_material; RID default_clip_children_shader; RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer); bool debug_redraw = false; Color debug_redraw_color; double debug_redraw_time = 1.0; // A structure to store cached render target information struct RenderTarget { // Current render target for the canvas. RID render_target; // The base flags for each InstanceData, derived from the render target. // Either FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR or 0 uint32_t base_flags = 0; }; inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr); void _render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr); void _record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch); void _render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info = nullptr); void _prepare_batch_texture_info(Batch *p_current_batch, RID p_texture) const; [[nodiscard]] Batch *_new_batch(bool &r_batch_broken); void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch); void _allocate_instance_buffer(); _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4); _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3); _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4); _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4); void _update_shadow_atlas(); public: PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override; void free_polygon(PolygonID p_polygon) override; RID light_create() override; void light_set_texture(RID p_rid, RID p_texture) override; void light_set_use_shadow(RID p_rid, bool p_enable) override; void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override; void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override; virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override; RID occluder_polygon_create() override; void occluder_polygon_set_shape(RID p_occluder, const Vector &p_points, bool p_closed) override; void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override; void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) override; virtual void set_shadow_texture_size(int p_size) override; void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override; uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override; void set_time(double p_time); void update() override; bool free(RID p_rid) override; RendererCanvasRenderRD(); ~RendererCanvasRenderRD(); }; #endif // RENDERER_CANVAS_RENDER_RD_H