/**************************************************************************/ /* bokeh_dof.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #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" #include "servers/rendering/rendering_server_default.h" #include "servers/rendering/storage/camera_attributes_storage.h" using namespace RendererRD; BokehDOF::BokehDOF(bool p_prefer_raster_effects) { prefer_raster_effects = p_prefer_raster_effects; // Initialize bokeh Vector 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, RID p_camera_attributes, 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); bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter(); RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); // setup our push constant memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); bokeh.push_constant.blur_far_active = dof_far; bokeh.push_constant.blur_far_begin = dof_far_begin; bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based. bokeh.push_constant.use_physical_far = dof_far_size < 0.0; bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based. bokeh.push_constant.blur_near_active = dof_near; bokeh.push_constant.blur_near_begin = dof_near_begin; bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based. bokeh.push_constant.use_physical_near = dof_near_size < 0.0; bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based. bokeh.push_constant.use_jitter = 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 = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable. 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({ default_sampler, p_buffers.base_texture })); RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.depth_texture })); RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.secondary_texture })); RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.half_texture[0] })); RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ 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 (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { //second pass BokehMode mode = 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[blur_quality]; if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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 (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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 (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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[blur_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, RID p_camera_attributes, 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); bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); // 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 = bokeh_size; // 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({ default_sampler, p_buffers.base_texture })); RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.depth_texture })); RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.secondary_texture })); RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.half_texture[0] })); RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.half_texture[1] })); RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.weight_texture[0] })); RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.weight_texture[1] })); RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.weight_texture[2] })); RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_buffers.weight_texture[3] })); if (dof_far || dof_near) { if (dof_far) { bokeh.push_constant.blur_far_active = true; bokeh.push_constant.blur_far_begin = dof_far_begin; bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; } if (dof_near) { bokeh.push_constant.blur_near_active = true; bokeh.push_constant.blur_near_begin = dof_near_begin; bokeh.push_constant.blur_near_end = dof_near_begin - 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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); RD::get_singleton()->draw_list_end(); } if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { // double pass approach BokehMode mode = 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 (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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[blur_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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); 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 = 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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); 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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); 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[blur_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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); 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_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, 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_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); RD::get_singleton()->draw_list_end(); } else { CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb); } } } }