/*************************************************************************/ /* ss_effects.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "ss_effects.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" using namespace RendererRD; SSEffects *SSEffects::singleton = nullptr; static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } SSEffects::SSEffects() { singleton = this; { // Initialize depth buffer for screen space effects Vector downsampler_modes; downsampler_modes.push_back("\n"); downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); ss_effects.downsample_shader.initialize(downsampler_modes); ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); for (int i = 0; i < SS_EFFECTS_MAX; i++) { ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); } ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); SSEffectsGatherConstants gather_constants; const int sub_pass_count = 5; for (int pass = 0; pass < 4; pass++) { for (int subPass = 0; subPass < sub_pass_count; subPass++) { int a = pass; int b = subPass; int spmap[5]{ 0, 1, 4, 3, 2 }; b = spmap[subPass]; float ca, sa; float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; ca = Math::cos(angle0); sa = Math::sin(angle0); float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; } } RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); } // Initialize Screen Space Indirect Lighting (SSIL) { Vector ssil_modes; ssil_modes.push_back("\n"); ssil_modes.push_back("\n#define SSIL_BASE\n"); ssil_modes.push_back("\n#define ADAPTIVE\n"); ssil.gather_shader.initialize(ssil_modes); ssil.gather_shader_version = ssil.gather_shader.version_create(); for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); } ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); } { Vector ssil_modes; ssil_modes.push_back("\n#define GENERATE_MAP\n"); ssil_modes.push_back("\n#define PROCESS_MAPA\n"); ssil_modes.push_back("\n#define PROCESS_MAPB\n"); ssil.importance_map_shader.initialize(ssil_modes); ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); } ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.append_id(ssil.importance_map_load_counter); uniforms.push_back(u); } ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); } { Vector ssil_modes; ssil_modes.push_back("\n#define MODE_NON_SMART\n"); ssil_modes.push_back("\n#define MODE_SMART\n"); ssil_modes.push_back("\n#define MODE_WIDE\n"); ssil.blur_shader.initialize(ssil_modes); ssil.blur_shader_version = ssil.blur_shader.version_create(); for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); } } { Vector ssil_modes; ssil_modes.push_back("\n#define MODE_NON_SMART\n"); ssil_modes.push_back("\n#define MODE_SMART\n"); ssil_modes.push_back("\n#define MODE_HALF\n"); ssil.interleave_shader.initialize(ssil_modes); ssil.interleave_shader_version = ssil.interleave_shader.version_create(); for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); } } { // Initialize Screen Space Ambient Occlusion (SSAO) RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler.max_lod = 4; uint32_t pipeline = 0; { Vector ssao_modes; ssao_modes.push_back("\n"); ssao_modes.push_back("\n#define SSAO_BASE\n"); ssao_modes.push_back("\n#define ADAPTIVE\n"); ssao.gather_shader.initialize(ssao_modes); ssao.gather_shader_version = ssao.gather_shader.version_create(); for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n#define GENERATE_MAP\n"); ssao_modes.push_back("\n#define PROCESS_MAPA\n"); ssao_modes.push_back("\n#define PROCESS_MAPB\n"); ssao.importance_map_shader.initialize(ssao_modes); ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); pipeline++; } ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.append_id(ssao.importance_map_load_counter); uniforms.push_back(u); } ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); } { Vector ssao_modes; ssao_modes.push_back("\n#define MODE_NON_SMART\n"); ssao_modes.push_back("\n#define MODE_SMART\n"); ssao_modes.push_back("\n#define MODE_WIDE\n"); ssao.blur_shader.initialize(ssao_modes); ssao.blur_shader_version = ssao.blur_shader.version_create(); for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); pipeline++; } } { Vector ssao_modes; ssao_modes.push_back("\n#define MODE_NON_SMART\n"); ssao_modes.push_back("\n#define MODE_SMART\n"); ssao_modes.push_back("\n#define MODE_HALF\n"); ssao.interleave_shader.initialize(ssao_modes); ssao.interleave_shader_version = ssao.interleave_shader.version_create(); for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); pipeline++; } } ERR_FAIL_COND(pipeline != SSAO_MAX); ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); } { // Screen Space Reflections Vector specialization_constants; { RD::PipelineSpecializationConstant sc; sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX sc.bool_value = false; specialization_constants.push_back(sc); } { Vector ssr_scale_modes; ssr_scale_modes.push_back("\n"); ssr_scale.shader.initialize(ssr_scale_modes); ssr_scale.shader_version = ssr_scale.shader.version_create(); for (int v = 0; v < SSR_VARIATIONS; v++) { specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants); } } { Vector ssr_modes; ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH ssr.shader.initialize(ssr_modes); ssr.shader_version = ssr.shader.version_create(); for (int v = 0; v < SSR_VARIATIONS; v++) { specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants); } } } { Vector ssr_filter_modes; ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL ssr_filter.shader.initialize(ssr_filter_modes); ssr_filter.shader_version = ssr_filter.shader.version_create(); for (int v = 0; v < SSR_VARIATIONS; v++) { specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants); } } } } // Subsurface scattering { Vector sss_modes; sss_modes.push_back("\n#define USE_11_SAMPLES\n"); sss_modes.push_back("\n#define USE_17_SAMPLES\n"); sss_modes.push_back("\n#define USE_25_SAMPLES\n"); sss.shader.initialize(sss_modes); sss.shader_version = sss.shader.version_create(); for (int i = 0; i < sss_modes.size(); i++) { sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); } } } SSEffects::~SSEffects() { { // Cleanup SS Reflections ssr.shader.version_free(ssr.shader_version); ssr_filter.shader.version_free(ssr_filter.shader_version); ssr_scale.shader.version_free(ssr_scale.shader_version); if (ssr.ubo.is_valid()) { RD::get_singleton()->free(ssr.ubo); } } { // Cleanup SS downsampler ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); RD::get_singleton()->free(ss_effects.mirror_sampler); RD::get_singleton()->free(ss_effects.gather_constants_buffer); } { // Cleanup SSIL ssil.blur_shader.version_free(ssil.blur_shader_version); ssil.gather_shader.version_free(ssil.gather_shader_version); ssil.interleave_shader.version_free(ssil.interleave_shader_version); ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); RD::get_singleton()->free(ssil.importance_map_load_counter); RD::get_singleton()->free(ssil.projection_uniform_buffer); } { // Cleanup SSAO ssao.blur_shader.version_free(ssao.blur_shader_version); ssao.gather_shader.version_free(ssao.gather_shader_version); ssao.interleave_shader.version_free(ssao.interleave_shader_version); ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); RD::get_singleton()->free(ssao.importance_map_load_counter); } { // Cleanup Subsurface scattering sss.shader.version_free(sss.shader_version); } singleton = nullptr; } /* SS Downsampler */ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); // Downsample and deinterleave the depth buffer for SSAO and SSIL RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); int downsample_mode = SS_EFFECTS_DOWNSAMPLE; bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF; } else if (use_mips) { downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; } bool use_half_size = false; bool use_full_mips = false; if (p_ssao_half_size && p_ssil_half_size) { downsample_mode++; use_half_size = true; } else if (p_ssao_half_size != p_ssil_half_size) { if (use_mips) { downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; use_full_mips = true; } else { // Only need the first two mipmaps, but the cost to generate the next two is trivial // TODO investigate the benefit of a shader version to generate only 2 mips downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; use_mips = true; } } int depth_index = use_half_size ? 1 : 0; RD::get_singleton()->draw_command_begin_label("Downsample Depth"); if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) { RD::get_singleton()->free(ss_effects.downsample_uniform_set); ss_effects.downsample_uniform_set = RID(); } Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.append_id(p_depth_mipmaps[depth_index + 1]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.append_id(p_depth_mipmaps[depth_index + 2]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; u.append_id(p_depth_mipmaps[depth_index + 3]); uniforms.push_back(u); } if (use_full_mips) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 3; u.append_id(p_depth_mipmaps[4]); uniforms.push_back(u); } ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); } float depth_linearize_mul = -p_projection.matrix[3][2]; float depth_linearize_add = p_projection.matrix[2][2]; if (depth_linearize_mul * depth_linearize_add < 0) { depth_linearize_add = -depth_linearize_add; } ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); ss_effects.downsample_push_constant.z_near = depth_linearize_mul; ss_effects.downsample_push_constant.z_far = depth_linearize_add; if (ss_effects.downsample_push_constant.orthogonal) { ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); } ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; ss_effects.downsample_push_constant.radius_sq = 1.0; RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_depth_buffer })); RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_depth_mipmaps[depth_index + 0] })); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1); if (use_mips) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); ss_effects.used_full_mips_last_frame = use_full_mips; ss_effects.used_half_size_last_frame = use_half_size; ss_effects.used_mips_last_frame = use_mips; } /* SSIL */ void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector p_ssil_slices, const Vector p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); } RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_slices[i] })); RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_edges_slices[i] })); ssil.gather_push_constant.pass_coord_offset[0] = i % 2; ssil.gather_push_constant.pass_coord_offset[1] = i / 2; ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; ssil.gather_push_constant.pass = i; RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2); RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); } RD::get_singleton()->compute_list_add_barrier(p_compute_list); } void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) { if (p_ssil_buffers.half_size != p_settings.half_size) { ssil_free(p_ssil_buffers); } if (p_settings.half_size) { p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; } else { p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; } if (p_ssil_buffers.ssil_final.is_null()) { { p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = p_settings.full_screen_size.x; tf.height = p_settings.full_screen_size.y; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture"); RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); if (p_ssil_buffers.last_frame.is_null()) { tf.mipmaps = 6; p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance"); RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); for (uint32_t i = 0; i < 6; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i); p_ssil_buffers.last_frame_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); } } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.width = p_ssil_buffers.buffer_width; tf.height = p_ssil_buffers.buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer"); for (uint32_t i = 0; i < 4; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0); p_ssil_buffers.deinterleaved_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.width = p_ssil_buffers.buffer_width; tf.height = p_ssil_buffers.buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer"); for (uint32_t i = 0; i < 4; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0); p_ssil_buffers.pong_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.width = p_ssil_buffers.buffer_width; tf.height = p_ssil_buffers.buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer"); for (uint32_t i = 0; i < 4; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0); p_ssil_buffers.edges_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; tf.width = p_ssil_buffers.half_buffer_width; tf.height = p_ssil_buffers.half_buffer_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map"); p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong"); } p_ssil_buffers.half_size = p_settings.half_size; } } void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); //Store projection info before starting the compute list SSILProjectionUniforms projection_uniforms; store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); { RD::get_singleton()->draw_command_begin_label("Gather Samples"); ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; ssil.gather_push_constant.z_near = p_projection.get_z_near(); ssil.gather_push_constant.z_far = p_projection.get_z_far(); ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; ssil.gather_push_constant.radius = p_settings.radius; float radius_near_limit = (p_settings.radius * 1.2f); if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) { radius_near_limit *= 1.50f; if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { ssil.gather_push_constant.radius *= 0.8f; } } radius_near_limit /= tan_half_fov_y; ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255); ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1); ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; if (p_ssil_buffers.projection_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.append_id(default_mipmap_sampler); u.append_id(p_ssil_buffers.last_frame); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 1; u.append_id(ssil.projection_uniform_buffer); uniforms.push_back(u); } p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); } if (p_ssil_buffers.gather_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.append_id(default_sampler); u.append_id(p_ssil_buffers.depth_texture_view); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.append_id(p_normal_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; u.append_id(ss_effects.gather_constants_buffer); uniforms.push_back(u); } p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); } if (p_ssil_buffers.importance_map_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.append_id(p_ssil_buffers.pong); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 1; u.append_id(default_sampler); u.append_id(p_ssil_buffers.importance_map[0]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(ssil.importance_map_load_counter); uniforms.push_back(u); } p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); } if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) { RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; //base pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); //generate importance map RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.pong })); RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.importance_map[0] })); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // process Importance Map A RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.importance_map[0] })); RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.importance_map[1] })); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // process Importance Map B RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.importance_map[1] })); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); // Importance Map RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); } else { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); } gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); RD::get_singleton()->draw_command_end_label(); //Gather } { RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0); for (int pass = 0; pass < blur_passes; pass++) { int blur_pipeline = SSIL_BLUR_PASS; if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { blur_pipeline = SSIL_BLUR_PASS_SMART; if (pass < blur_passes - 2) { blur_pipeline = SSIL_BLUR_PASS_WIDE; } } for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); if (pass % 2 == 0) { if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); } else { RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); } RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1); } else { if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); } else { RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); } RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1); } RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.edges_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)); int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_add_barrier(compute_list); } } } RD::get_singleton()->draw_command_end_label(); // Blur } { RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); int interleave_pipeline = SSIL_INTERLEAVE_HALF; if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) { interleave_pipeline = SSIL_INTERLEAVE; } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { interleave_pipeline = SSIL_INTERLEAVE_SMART; } shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.ssil_final })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0); if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.deinterleaved })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1); } else { RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssil_buffers.pong })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1); } RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssil_buffers.edges })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); // Interleave } RD::get_singleton()->draw_command_end_label(); // SSIL RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) { if (p_ssil_buffers.ssil_final.is_valid()) { RD::get_singleton()->free(p_ssil_buffers.ssil_final); RD::get_singleton()->free(p_ssil_buffers.deinterleaved); RD::get_singleton()->free(p_ssil_buffers.pong); RD::get_singleton()->free(p_ssil_buffers.edges); RD::get_singleton()->free(p_ssil_buffers.importance_map[0]); RD::get_singleton()->free(p_ssil_buffers.importance_map[1]); RD::get_singleton()->free(p_ssil_buffers.last_frame); p_ssil_buffers.ssil_final = RID(); p_ssil_buffers.deinterleaved = RID(); p_ssil_buffers.pong = RID(); p_ssil_buffers.edges = RID(); p_ssil_buffers.deinterleaved_slices.clear(); p_ssil_buffers.pong_slices.clear(); p_ssil_buffers.edges_slices.clear(); p_ssil_buffers.importance_map[0] = RID(); p_ssil_buffers.importance_map[1] = RID(); p_ssil_buffers.last_frame = RID(); p_ssil_buffers.last_frame_slices.clear(); p_ssil_buffers.gather_uniform_set = RID(); p_ssil_buffers.importance_map_uniform_set = RID(); p_ssil_buffers.projection_uniform_set = RID(); } } /* SSAO */ void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0); } RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); // for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ao_slices[i] })); ssao.gather_push_constant.pass_coord_offset[0] = i % 2; ssao.gather_push_constant.pass_coord_offset[1] = i / 2; ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; ssao.gather_push_constant.pass = i; RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2); RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); } RD::get_singleton()->compute_list_add_barrier(p_compute_list); } void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) { if (p_ssao_buffers.half_size != p_settings.half_size) { ssao_free(p_ssao_buffers); } if (p_settings.half_size) { p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; } else { p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; } if (p_ssao_buffers.ao_deinterleaved.is_null()) { { p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UNORM; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.width = p_ssao_buffers.buffer_width; tf.height = p_ssao_buffers.buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array"); for (uint32_t i = 0; i < 4; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0); p_ssao_buffers.ao_deinterleaved_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UNORM; tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.width = p_ssao_buffers.buffer_width; tf.height = p_ssao_buffers.buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong"); for (uint32_t i = 0; i < 4; i++) { RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0); p_ssao_buffers.ao_pong_slices.push_back(slice); RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); } } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; tf.width = p_ssao_buffers.buffer_width; tf.height = p_ssao_buffers.buffer_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map"); p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong"); } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; tf.width = p_settings.full_screen_size.x; tf.height = p_settings.full_screen_size.y; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final"); } p_ssao_buffers.half_size = p_settings.half_size; } } void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); /* FIRST PASS */ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); /* SECOND PASS */ // Sample SSAO { RD::get_singleton()->draw_command_begin_label("Gather Samples"); ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; ssao.gather_push_constant.radius = p_settings.radius; float radius_near_limit = (p_settings.radius * 1.2f); if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) { radius_near_limit *= 1.50f; if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { ssao.gather_push_constant.radius *= 0.8f; } } radius_near_limit /= tan_half_fov_y; ssao.gather_push_constant.intensity = p_settings.intensity; ssao.gather_push_constant.shadow_power = p_settings.power; ssao.gather_push_constant.shadow_clamp = 0.98; ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255); ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; ssao.gather_push_constant.detail_intensity = p_settings.detail; ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1); ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; if (p_ssao_buffers.gather_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.append_id(default_sampler); u.append_id(p_ssao_buffers.depth_texture_view); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; u.append_id(p_normal_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; u.append_id(ss_effects.gather_constants_buffer); uniforms.push_back(u); } p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0); RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set"); } if (p_ssao_buffers.importance_map_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; u.append_id(p_ssao_buffers.ao_pong); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 1; u.append_id(default_sampler); u.append_id(p_ssao_buffers.importance_map[0]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(ssao.importance_map_load_counter); uniforms.push_back(u); } p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set"); } if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) { RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; ssao.importance_map_push_constant.intensity = p_settings.intensity; ssao.importance_map_push_constant.power = p_settings.power; //base pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID()); //generate importance map RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.ao_pong })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0); RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssao_buffers.importance_map[0] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process importance map A RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.importance_map[0] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssao_buffers.importance_map[1] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process Importance Map B RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.importance_map[1] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); RD::get_singleton()->draw_command_end_label(); // Importance Map } else { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); } gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set); RD::get_singleton()->draw_command_end_label(); // Gather SSAO } // /* THIRD PASS */ // // Blur // { RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0); for (int pass = 0; pass < blur_passes; pass++) { int blur_pipeline = SSAO_BLUR_PASS; if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { blur_pipeline = SSAO_BLUR_PASS_SMART; if (pass < blur_passes - 2) { blur_pipeline = SSAO_BLUR_PASS_WIDE; } else { blur_pipeline = SSAO_BLUR_PASS_SMART; } } for (int i = 0; i < 4; i++) { if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); if (pass % 2 == 0) { if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); } else { RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); } RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssao_buffers.ao_pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1); } else { if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.ao_pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); } else { RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); } RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssao_buffers.ao_deinterleaved_slices[i] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); } if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_add_barrier(compute_list); } } RD::get_singleton()->draw_command_end_label(); // Blur } /* FOURTH PASS */ // Interleave buffers // back to full size { RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0); int interleave_pipeline = SSAO_INTERLEAVE_HALF; if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) { interleave_pipeline = SSAO_INTERLEAVE; } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { interleave_pipeline = SSAO_INTERLEAVE_SMART; } RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssao_buffers.ao_final })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0); if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.ao_deinterleaved })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); } else { RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_ssao_buffers.ao_pong })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); // Interleave } RD::get_singleton()->draw_command_end_label(); //SSAO RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) { if (p_ssao_buffers.ao_final.is_valid()) { RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved); RD::get_singleton()->free(p_ssao_buffers.ao_pong); RD::get_singleton()->free(p_ssao_buffers.ao_final); RD::get_singleton()->free(p_ssao_buffers.importance_map[0]); RD::get_singleton()->free(p_ssao_buffers.importance_map[1]); p_ssao_buffers.ao_deinterleaved = RID(); p_ssao_buffers.ao_pong = RID(); p_ssao_buffers.ao_final = RID(); p_ssao_buffers.importance_map[0] = RID(); p_ssao_buffers.importance_map[1] = RID(); p_ssao_buffers.ao_deinterleaved_slices.clear(); p_ssao_buffers.ao_pong_slices.clear(); p_ssao_buffers.gather_uniform_set = RID(); p_ssao_buffers.importance_map_uniform_set = RID(); } } /* Screen Space Reflection */ void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count) { // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view. if (p_ssr_buffers.depth_scaled.is_null()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R32_SFLOAT; tf.width = p_screen_size.x; tf.height = p_screen_size.y; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.array_layers = 1; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled"); tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled"); } if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; tf.width = p_screen_size.x; tf.height = p_screen_size.y; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.array_layers = 1; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0"); p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1"); } if (p_ssr_buffers.intermediate.is_null()) { RD::TextureFormat tf; tf.format = p_color_format; tf.width = p_screen_size.x; tf.height = p_screen_size.y; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.array_layers = 1; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate"); if (p_view_count > 1) { tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; tf.array_layers = p_view_count; } else { tf.texture_type = RD::TEXTURE_TYPE_2D; tf.array_layers = 1; } p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output"); for (uint32_t v = 0; v < p_view_count; v++) { p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0); } } } void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); { // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders ScreenSpaceReflectionSceneData scene_data; if (ssr.ubo.is_null()) { ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData)); } for (uint32_t v = 0; v < p_view_count; v++) { store_camera(p_projections[v], scene_data.projection[v]); store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); scene_data.eye_offset[v][0] = p_eye_offsets[v].x; scene_data.eye_offset[v][1] = p_eye_offsets[v].y; scene_data.eye_offset[v][2] = p_eye_offsets[v].z; scene_data.eye_offset[v][3] = 0.0; } RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); } uint32_t pipeline_specialization = 0; if (p_view_count > 1) { pipeline_specialization |= SSR_MULTIVIEW; } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); for (uint32_t v = 0; v < p_view_count; v++) { RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v)); { //scale color and depth to half RD::get_singleton()->draw_command_begin_label("SSR Scale"); ScreenSpaceReflectionScalePushConstant push_constant; push_constant.view_index = v; push_constant.camera_z_far = p_projections[v].get_z_far(); push_constant.camera_z_near = p_projections[v].get_z_near(); push_constant.orthogonal = p_projections[v].is_orthogonal(); push_constant.filter = false; //enabling causes arctifacts push_constant.screen_size[0] = p_screen_size.x; push_constant.screen_size[1] = p_screen_size.y; RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]); RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_diffuse_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0); RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_depth_slices[v] })); RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector({ default_sampler, p_normal_roughness_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1); RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.output_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2); RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.depth_scaled })); RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_ssr_buffers.normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); } { RD::get_singleton()->draw_command_begin_label("SSR main"); ScreenSpaceReflectionPushConstant push_constant; push_constant.view_index = v; push_constant.camera_z_far = p_projections[v].get_z_far(); push_constant.camera_z_near = p_projections[v].get_z_near(); push_constant.orthogonal = p_projections[v].is_orthogonal(); push_constant.screen_size[0] = p_screen_size.x; push_constant.screen_size[1] = p_screen_size.y; push_constant.curve_fade_in = p_fade_in; push_constant.distance_fade = p_fade_out; push_constant.num_steps = p_max_steps; push_constant.depth_tolerance = p_tolerance; push_constant.use_half_res = true; push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]); push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]); push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0]; push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1]; ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL; RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]); RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.output_slices[v] })); RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_ssr_buffers.depth_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0); if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.intermediate })); RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_ssr_buffers.blur_radius[0] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1); } else { RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.intermediate })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1); } RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2); RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_metallic_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->draw_command_end_label(); } if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { RD::get_singleton()->draw_command_begin_label("SSR filter"); //blur RD::get_singleton()->compute_list_add_barrier(compute_list); ScreenSpaceReflectionFilterPushConstant push_constant; push_constant.view_index = v; push_constant.orthogonal = p_projections[v].is_orthogonal(); push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0)); push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]); push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]); push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0]; push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1]; push_constant.vertical = 0; if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) { push_constant.steps = p_max_steps / 3; push_constant.increment = 3; } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) { push_constant.steps = p_max_steps / 2; push_constant.increment = 2; } else { push_constant.steps = p_max_steps; push_constant.increment = 1; } push_constant.screen_size[0] = p_screen_size.width; push_constant.screen_size[1] = p_screen_size.height; // Horizontal pass SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL; RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.intermediate })); RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_ssr_buffers.blur_radius[0] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0); RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.output_slices[v] })); RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_ssr_buffers.blur_radius[1] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2); RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_ssr_buffers.depth_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // Vertical pass mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL; shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); push_constant.vertical = 1; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); if (v != p_view_count - 1) { RD::get_singleton()->compute_list_add_barrier(compute_list); } RD::get_singleton()->draw_command_end_label(); } RD::get_singleton()->draw_command_end_label(); } RD::get_singleton()->compute_list_end(); } void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) { for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { p_ssr_buffers.output_slices[v] = RID(); } if (p_ssr_buffers.output.is_valid()) { RD::get_singleton()->free(p_ssr_buffers.output); p_ssr_buffers.output = RID(); } if (p_ssr_buffers.intermediate.is_valid()) { RD::get_singleton()->free(p_ssr_buffers.intermediate); p_ssr_buffers.intermediate = RID(); } if (p_ssr_buffers.blur_radius[0].is_valid()) { RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]); RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]); p_ssr_buffers.blur_radius[0] = RID(); p_ssr_buffers.blur_radius[1] = RID(); } if (p_ssr_buffers.depth_scaled.is_valid()) { RD::get_singleton()->free(p_ssr_buffers.depth_scaled); p_ssr_buffers.depth_scaled = RID(); RD::get_singleton()->free(p_ssr_buffers.normal_scaled); p_ssr_buffers.normal_scaled = RID(); } } /* Subsurface scattering */ void SSEffects::sub_surface_scattering(Ref p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); // Our intermediate buffer is only created if we haven't created it already. RD::DataFormat format = p_render_buffers->get_base_data_format(); uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; uint32_t layers = 1; // We only need one layer, we're handling one view at a time uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH); RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps); Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); p.normal /= p.d; float unit_size = p.normal.x; { //scale color and depth to half RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); sss.push_constant.camera_z_far = p_camera.get_z_far(); sss.push_constant.camera_z_near = p_camera.get_z_near(); sss.push_constant.orthogonal = p_camera.is_orthogonal(); sss.push_constant.unit_size = unit_size; sss.push_constant.screen_size[0] = p_screen_size.x; sss.push_constant.screen_size[1] = p_screen_size.y; sss.push_constant.vertical = false; sss.push_constant.scale = p_scale; sss.push_constant.depth_scale = p_depth_scale; RID shader = sss.shader.version_get_shader(sss.shader_version, p_quality - 1); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]); RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_diffuse })); RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_diffuse })); RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, intermediate })); RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ intermediate })); RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_depth })); // horizontal RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // vertical RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2); sss.push_constant.vertical = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); RD::get_singleton()->compute_list_end(); } }