0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
183 lines
7.7 KiB
C++
183 lines
7.7 KiB
C++
/*************************************************************************/
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/* rasterizer_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rasterizer_rd.h"
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#include "core/project_settings.h"
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void RasterizerRD::prepare_for_blitting_render_targets() {
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RD::get_singleton()->prepare_screen_for_drawing();
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}
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void RasterizerRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
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for (int i = 0; i < p_amount; i++) {
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RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
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ERR_CONTINUE(texture.is_null());
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RID rd_texture = storage->texture_get_rd_texture(texture);
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ERR_CONTINUE(rd_texture.is_null());
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if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.ids.push_back(copy_viewports_sampler);
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u.ids.push_back(rd_texture);
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uniforms.push_back(u);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
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render_target_descriptors[rd_texture] = uniform_set;
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}
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Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
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float push_constant[4] = {
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p_render_targets[i].rect.position.x / screen_size.width,
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p_render_targets[i].rect.position.y / screen_size.height,
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p_render_targets[i].rect.size.width / screen_size.width,
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p_render_targets[i].rect.size.height / screen_size.height,
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};
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RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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}
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RD::get_singleton()->draw_list_end();
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}
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void RasterizerRD::begin_frame(double frame_step) {
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frame++;
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delta = frame_step;
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time += frame_step;
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double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
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time = Math::fmod(time, time_roll_over);
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canvas->set_time(time);
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scene->set_time(time, frame_step);
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}
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void RasterizerRD::end_frame(bool p_swap_buffers) {
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#ifndef _MSC_VER
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#warning TODO: likely passa bool to swap buffers to avoid display?
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#endif
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RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
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}
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void RasterizerRD::initialize() {
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{ //create framebuffer copy shader
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RenderingDevice::ShaderStageData vert;
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vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
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vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
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"#version 450\n"
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"layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
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"layout(location =0) out vec2 uv;\n"
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"void main() { \n"
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" vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
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" uv = base_arr[gl_VertexIndex];\n"
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" vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
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" gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
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"}\n");
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RenderingDevice::ShaderStageData frag;
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frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
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frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
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"#version 450\n"
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"layout (location = 0) in vec2 uv;\n"
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"layout (location = 0) out vec4 color;\n"
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"layout (binding = 0) uniform sampler2D src_rt;\n"
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"void main() { color=texture(src_rt,uv); }\n");
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Vector<RenderingDevice::ShaderStageData> source;
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source.push_back(vert);
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source.push_back(frag);
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String error;
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copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
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if (!copy_viewports_rd_shader.is_valid()) {
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print_line("Failed compilation: " + error);
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}
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}
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{ //create index array for copy shader
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Vector<uint8_t> pv;
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pv.resize(6 * 4);
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{
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uint8_t *w = pv.ptrw();
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int *p32 = (int *)w;
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p32[0] = 0;
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p32[1] = 1;
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p32[2] = 2;
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p32[3] = 0;
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p32[4] = 2;
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p32[5] = 3;
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}
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copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
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}
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{ //pipeline
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copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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}
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{ // sampler
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copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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}
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}
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ThreadWorkPool RasterizerRD::thread_work_pool;
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uint64_t RasterizerRD::frame = 1;
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void RasterizerRD::finalize() {
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thread_work_pool.finish();
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memdelete(scene);
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memdelete(canvas);
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memdelete(storage);
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//only need to erase these, the rest are erased by cascade
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RD::get_singleton()->free(copy_viewports_rd_index_buffer);
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RD::get_singleton()->free(copy_viewports_rd_shader);
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RD::get_singleton()->free(copy_viewports_sampler);
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}
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RasterizerRD *RasterizerRD::singleton = nullptr;
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RasterizerRD::RasterizerRD() {
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singleton = this;
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thread_work_pool.init();
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time = 0;
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storage = memnew(RasterizerStorageRD);
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canvas = memnew(RasterizerCanvasRD(storage));
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scene = memnew(RasterizerSceneHighEndRD(storage));
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}
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