virtualx-engine/servers/rendering/renderer_rd/effects/ss_effects.cpp

1685 lines
88 KiB
C++

/**************************************************************************/
/* ss_effects.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 "ss_effects.h"
#include "core/config/project_settings.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.columns[i][j];
}
}
}
SSEffects::SSEffects() {
singleton = this;
// Initialize depth buffer for screen space effects
{
Vector<String> 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 spmap[5]{ 0, 1, 4, 3, 2 };
int 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)
ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
{
Vector<String> 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<String> 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<RD::Uniform> 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<String> 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<String> 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)
ssao_set_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
{
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<String> 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<String> 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<RD::Uniform> 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<String> 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<String> 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
ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
{
Vector<RD::PipelineSpecializationConstant> 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<String> 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<String> 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<String> 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
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
{
Vector<String> 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(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, 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);
uint32_t view_count = p_render_buffers->get_view_count();
Size2i full_screen_size = p_render_buffers->get_internal_size();
Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
// Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
}
// 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 = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && 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 (ssao_half_size && ssil_half_size) {
downsample_mode++;
use_half_size = true;
} else if (ssao_half_size != 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;
}
}
RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
int depth_index = use_half_size ? 1 : 0;
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
RID downsample_uniform_set;
if (use_mips) {
// Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
// This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
Vector<RD::Uniform> u_depths;
// Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
// That means we're filling all 5 levels.
// In this scenario `depth_index` will be 0.
for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
RD::Uniform u_depth;
u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u_depth.binding = i;
u_depth.append_id(depth_mipmap);
u_depths.push_back(u_depth);
}
// This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
}
float depth_linearize_mul = -p_projection.columns[3][2] * 0.5;
float depth_linearize_add = p_projection.columns[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 / full_screen_size.x;
ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
ss_effects.downsample_push_constant.radius_sq = 1.0;
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID depth_texture = p_render_buffers->get_depth_texture(p_view);
RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
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_mipmap), 1);
if (use_mips) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
if (use_half_size) {
size.x = MAX(1, size.x >> 1);
size.y = MAX(1, size.y >> 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();
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::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
ssil_quality = p_quality;
ssil_half_size = p_half_size;
ssil_adaptive_target = p_adaptive_target;
ssil_blur_passes = p_blur_passes;
ssil_fadeout_from = p_fadeout_from;
ssil_fadeout_to = p_fadeout_to;
}
void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *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 ((ssil_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 ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
}
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ 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;
// Calculate size same way as we created the buffer
if (ssil_half_size) {
size.x = (p_settings.full_screen_size.x + 3) / 4;
size.y = (p_settings.full_screen_size.y + 3) / 4;
} else {
size.x = (p_settings.full_screen_size.x + 1) / 2;
size.y = (p_settings.full_screen_size.y + 1) / 2;
}
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(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
if (p_ssil_buffers.half_size != ssil_half_size) {
p_render_buffers->clear_context(RB_SCOPE_SSIL);
}
p_ssil_buffers.half_size = ssil_half_size;
if (p_ssil_buffers.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;
}
uint32_t view_count = p_render_buffers->get_view_count();
Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
// We create our intermediate and final results as render buffers.
// These are automatically cached and cleaned up when our viewport resizes
// or when our viewport gets destroyed.
if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
}
if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
}
// As we're not clearing these, and render buffers will return the cached texture if it already exists,
// we don't first check has_texture here
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
}
void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, 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");
// Obtain our (cached) buffer slices for the view we are rendering.
RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
RID deinterleaved_slices[4];
RID deinterleaved_pong_slices[4];
RID edges_slices[4];
for (uint32_t i = 0; i < 4; i++) {
deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
}
//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, SSIL_GATHER);
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] = 2.0 / p_settings.full_screen_size.x;
ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
if (ssil_half_size) {
ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
}
ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
float tan_half_fov_y = 1.0 / p_projection.columns[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.radius = p_settings.radius;
float radius_near_limit = (p_settings.radius * 1.2f);
if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
radius_near_limit *= 1.50f;
if (ssil_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 / (ssil_fadeout_to - ssil_fadeout_from);
ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_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 = ssil_adaptive_target;
ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
// We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
// It also ensures that we're reusing the right cached entry in a multiview situation without us having to
// remember each instance of the uniform set.
RID projection_uniform_set;
{
RD::Uniform u_last_frame;
u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_last_frame.binding = 0;
u_last_frame.append_id(default_mipmap_sampler);
u_last_frame.append_id(last_frame);
RD::Uniform u_projection;
u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u_projection.binding = 1;
u_projection.append_id(ssil.projection_uniform_buffer);
projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
}
RID gather_uniform_set;
{
RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
RD::Uniform u_depth_texture_view;
u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_depth_texture_view.binding = 0;
u_depth_texture_view.append_id(ss_effects.mirror_sampler);
u_depth_texture_view.append_id(depth_texture_view);
RD::Uniform u_normal_buffer;
u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u_normal_buffer.binding = 1;
u_normal_buffer.append_id(p_normal_buffer);
RD::Uniform u_gather_constants_buffer;
u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u_gather_constants_buffer.binding = 2;
u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
RID importance_map_uniform_set;
{
RD::Uniform u_pong;
u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u_pong.binding = 0;
u_pong.append_id(deinterleaved_pong);
RD::Uniform u_importance_map;
u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_importance_map.binding = 1;
u_importance_map.append_id(default_sampler);
u_importance_map.append_id(importance_map);
RD::Uniform u_load_counter;
u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u_load_counter.binding = 2;
u_load_counter.append_id(ssil.importance_map_load_counter);
RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssil_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, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
//generate importance map
RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
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(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_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
RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
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(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 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
RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
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(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 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, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, 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 = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_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 (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
blur_pipeline = SSIL_BLUR_PASS_SMART;
if (pass < blur_passes - 2) {
blur_pipeline = SSIL_BLUR_PASS_WIDE;
}
}
RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
for (int i = 0; i < 4; i++) {
if ((ssil_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 (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
} else {
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
}
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
} else {
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
} else {
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
}
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
}
RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
// Use the size of the actual buffer we're processing here or we won't cover the entire image.
int x_groups = p_ssil_buffers.buffer_width;
int y_groups = p_ssil_buffers.buffer_height;
RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
}
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(ssil_half_size ? 4 : 2);
int interleave_pipeline = SSIL_INTERLEAVE_HALF;
if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
interleave_pipeline = SSIL_INTERLEAVE;
} else if (ssil_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]);
RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, 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<RID>({ default_sampler, deinterleaved_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<RID>({ 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();
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
}
/* SSAO */
void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
ssao_quality = p_quality;
ssao_half_size = p_half_size;
ssao_adaptive_target = p_adaptive_target;
ssao_blur_passes = p_blur_passes;
ssao_fadeout_from = p_fadeout_from;
ssao_fadeout_to = p_fadeout_to;
}
void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *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 ((ssao_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, 1);
}
RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
for (int i = 0; i < 4; i++) {
if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
}
RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ 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;
// Make sure we use the same size as with which our buffer was created
if (ssao_half_size) {
size.x = (p_settings.full_screen_size.x + 3) / 4;
size.y = (p_settings.full_screen_size.y + 3) / 4;
} else {
size.x = (p_settings.full_screen_size.x + 1) / 2;
size.y = (p_settings.full_screen_size.y + 1) / 2;
}
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(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
if (p_ssao_buffers.half_size != ssao_half_size) {
p_render_buffers->clear_context(RB_SCOPE_SSAO);
}
p_ssao_buffers.half_size = ssao_half_size;
if (ssao_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;
}
uint32_t view_count = p_render_buffers->get_view_count();
Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
// As we're not clearing these, and render buffers will return the cached texture if it already exists,
// we don't first check has_texture here
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
}
void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, 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);
// Obtain our (cached) buffer slices for the view we are rendering.
RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
RID ao_deinterleaved_slices[4];
RID ao_pong_slices[4];
for (uint32_t i = 0; i < 4; i++) {
ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
}
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, SSAO_GATHER);
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] = 2.0 / p_settings.full_screen_size.x;
ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
if (ssao_half_size) {
ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
}
ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
float tan_half_fov_y = 1.0 / p_projection.columns[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.radius = p_settings.radius;
float radius_near_limit = (p_settings.radius * 1.2f);
if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
radius_near_limit *= 1.50f;
if (ssao_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 / (ssao_fadeout_to - ssao_fadeout_from);
ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_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 = ssao_adaptive_target;
ssao.gather_push_constant.detail_intensity = p_settings.detail;
ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
// We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
// It also ensures that we're reusing the right cached entry in a multiview situation without us having to
// remember each instance of the uniform set.
RID gather_uniform_set;
{
RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
RD::Uniform u_depth_texture_view;
u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_depth_texture_view.binding = 0;
u_depth_texture_view.append_id(ss_effects.mirror_sampler);
u_depth_texture_view.append_id(depth_texture_view);
RD::Uniform u_normal_buffer;
u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u_normal_buffer.binding = 1;
u_normal_buffer.append_id(p_normal_buffer);
RD::Uniform u_gather_constants_buffer;
u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u_gather_constants_buffer.binding = 2;
u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
RID importance_map_uniform_set;
{
RD::Uniform u_pong;
u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u_pong.binding = 0;
u_pong.append_id(ao_pong);
RD::Uniform u_importance_map;
u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_importance_map.binding = 1;
u_importance_map.append_id(default_sampler);
u_importance_map.append_id(importance_map);
RD::Uniform u_load_counter;
u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u_load_counter.binding = 2;
u_load_counter.append_id(ssao.importance_map_load_counter);
RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssao_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, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
//generate importance map
RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
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<RID>({ default_sampler, ao_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_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
RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
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<RID>({ default_sampler, importance_map }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 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
RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
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<RID>({ default_sampler, importance_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 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, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, 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 = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_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 (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
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 ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
}
RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
} else {
RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
}
RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
} else {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_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<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
}
RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
}
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(ssao_half_size ? 4 : 2);
shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
int interleave_pipeline = SSAO_INTERLEAVE_HALF;
if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
interleave_pipeline = SSAO_INTERLEAVE;
} else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
interleave_pipeline = SSAO_INTERLEAVE_SMART;
}
RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
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<RID>({ ao_final }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
} else {
RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_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();
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
}
/* Screen Space Reflection */
void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
ssr_roughness_quality = p_quality;
}
void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
// Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
p_render_buffers->clear_context(RB_SCOPE_SSR);
}
Size2i internal_size = p_render_buffers->get_internal_size();
p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
p_ssr_buffers.roughness_quality = ssr_roughness_quality;
// We are using barriers so we do not need to allocate textures for both views on anything but output...
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
}
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
}
void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, 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);
uint32_t view_count = p_render_buffers->get_view_count();
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 < 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);
}
uint32_t pipeline_specialization = 0;
if (view_count > 1) {
pipeline_specialization |= SSR_MULTIVIEW;
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
for (uint32_t v = 0; v < view_count; v++) {
// get buffers we need to use for this view
RID diffuse_slice = p_render_buffers->get_internal_texture(v);
RID depth_slice = p_render_buffers->get_depth_texture(v);
RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
RID blur_radius[2];
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
}
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 artifacts.
push_constant.screen_size[0] = p_ssr_buffers.size.x;
push_constant.screen_size[1] = p_ssr_buffers.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<RID>({ default_sampler, diffuse_slice }));
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<RID>({ default_sampler, depth_slice }));
RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ 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_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ 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_ssr_buffers.size.width, p_ssr_buffers.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_ssr_buffers.size.x;
push_constant.screen_size[1] = p_ssr_buffers.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_ssr_buffers.size.width * p_projections[v].columns[0][0]);
push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
ScreenSpaceReflectionMode mode = (ssr_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);
// read from intermediate
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
// write to output and blur radius
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
} else {
// We are only writing output
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
}
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ 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<RID>({ 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_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->draw_command_end_label();
}
if (ssr_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_ssr_buffers.size.width * p_projections[v].columns[0][0]);
push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
push_constant.vertical = 0;
if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
push_constant.steps = p_max_steps / 3;
push_constant.increment = 3;
} else if (ssr_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_ssr_buffers.size.width;
push_constant.screen_size[1] = p_ssr_buffers.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_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ 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_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
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::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.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_intermediate, 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_output), 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_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
if (v != 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();
}
/* Subsurface scattering */
void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
sss_quality = p_quality;
}
RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
return sss_quality;
}
void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
sss_scale = p_scale;
sss_depth_scale = p_depth_scale;
}
void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size) {
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 = sss_scale;
sss.push_constant.depth_scale = sss_depth_scale;
RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ 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();
}
}