virtualx-engine/servers/rendering/renderer_rd/effects_rd.cpp
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00

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/*************************************************************************/
/* effects_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "effects_rd.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "core/os/os.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "thirdparty/misc/cubemap_coeffs.h"
bool EffectsRD::get_prefer_raster_effects() {
return prefer_raster_effects;
}
RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
if (image_to_uniform_set_cache.has(p_image)) {
RID uniform_set = image_to_uniform_set_cache[p_image];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
u.append_id(p_image);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
image_to_uniform_set_cache[p_image] = uniform_set;
return uniform_set;
}
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.append_id(p_texture);
uniforms.push_back(u);
// anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_compute_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.append_id(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) {
memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant));
int dispatch_x = (p_size.x + 15) / 16;
int dispatch_y = (p_size.y + 15) / 16;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline);
FSR_upscale.push_constant.resolution_width = p_internal_size.width;
FSR_upscale.push_constant.resolution_height = p_internal_size.height;
FSR_upscale.push_constant.upscaled_width = p_size.width;
FSR_upscale.push_constant.upscaled_height = p_size.height;
FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness;
//FSR Easc
FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//FSR Rcas
FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
RD::get_singleton()->compute_list_end(compute_list);
}
void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0);
ERR_FAIL_COND(shader.is_null());
memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant));
TAA_resolve.push_constant.resolution_width = p_resolution.width;
TAA_resolve.push_constant.resolution_height = p_resolution.height;
TAA_resolve.push_constant.disocclusion_threshold = 0.025f;
TAA_resolve.push_constant.disocclusion_scale = 10.0f;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline);
RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
RD::get_singleton()->compute_list_end();
}
void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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
sss.push_constant.camera_z_far = p_camera.get_z_far();
sss.push_constant.camera_z_near = p_camera.get_z_near();
sss.push_constant.orthogonal = p_camera.is_orthogonal();
sss.push_constant.unit_size = unit_size;
sss.push_constant.screen_size[0] = p_screen_size.x;
sss.push_constant.screen_size[1] = p_screen_size.y;
sss.push_constant.vertical = false;
sss.push_constant.scale = p_scale;
sss.push_constant.depth_scale = p_depth_scale;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 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);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 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();
}
}
void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
luminance_reduce.push_constant.source_size[0] = p_source_size.x;
luminance_reduce.push_constant.source_size[1] = p_source_size.y;
luminance_reduce.push_constant.max_luminance = p_max_luminance;
luminance_reduce.push_constant.min_luminance = p_min_luminance;
luminance_reduce.push_constant.exposure_adjust = p_adjust;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
for (int i = 0; i < p_reduce.size(); i++) {
if (i == 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
} else {
RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
if (i == p_reduce.size() - 1 && !p_set) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
}
RD::get_singleton()->compute_list_end();
}
void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
for (int i = 0; i < p_reduce.size(); i++) {
luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
if (final) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
}
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
roughness_limiter.push_constant.curve = p_curve;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1);
RD::get_singleton()->compute_list_end();
}
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
bool done = true;
int numThreadGroups = ((p_size - 1) >> 9) + 1;
if (numThreadGroups > 1) {
done = false;
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
int presorted = 512;
while (!done) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
done = true;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
numThreadGroups = 0;
if (p_size > presorted) {
if (p_size > presorted * 2) {
done = false;
}
int pow2 = presorted;
while (pow2 < p_size) {
pow2 *= 2;
}
numThreadGroups = pow2 >> 9;
}
unsigned int nMergeSize = presorted * 2;
for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
push_constant.job_params[0] = nMergeSubSize;
if (nMergeSubSize == nMergeSize >> 1) {
push_constant.job_params[1] = (2 * nMergeSubSize - 1);
push_constant.job_params[2] = -1;
} else {
push_constant.job_params[1] = nMergeSubSize;
push_constant.job_params[2] = 1;
}
push_constant.job_params[3] = 0;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
presorted *= 2;
}
RD::get_singleton()->compute_list_end();
}
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
{
Vector<String> FSR_upscale_modes;
#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
// Everyone else can use normal mode when available.
if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
}
#endif
FSR_upscale.shader.initialize(FSR_upscale_modes);
FSR_upscale.shader_version = FSR_upscale.shader.version_create();
FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0));
}
prefer_raster_effects = p_prefer_raster_effects;
if (prefer_raster_effects) {
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
} else {
// Initialize luminance_reduce
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
luminance_reduce_modes.push_back("\n");
luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
luminance_reduce.shader.initialize(luminance_reduce_modes);
luminance_reduce.shader_version = luminance_reduce.shader.version_create();
for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
}
for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
luminance_reduce_raster.pipelines[i].clear();
}
}
if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
shader_modes.push_back("");
roughness_limiter.shader.initialize(shader_modes);
roughness_limiter.shader_version = roughness_limiter.shader.version_create();
roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
}
if (!prefer_raster_effects) {
{
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));
}
}
}
{
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
sort_modes.push_back("\n#define MODE_SORT_STEP\n");
sort_modes.push_back("\n#define MODE_SORT_INNER\n");
sort.shader.initialize(sort_modes);
sort.shader_version = sort.shader.version_create();
for (int i = 0; i < SORT_MODE_MAX; i++) {
sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
}
}
{
Vector<String> taa_modes;
taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
TAA_resolve.shader.initialize(taa_modes);
TAA_resolve.shader_version = TAA_resolve.shader.version_create();
TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0));
}
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 0;
default_sampler = RD::get_singleton()->sampler_create(sampler);
RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler");
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 1e20;
default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler");
{ //create index array for copy shaders
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
}
}
EffectsRD::~EffectsRD() {
RD::get_singleton()->free(default_sampler);
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
FSR_upscale.shader.version_free(FSR_upscale.shader_version);
TAA_resolve.shader.version_free(TAA_resolve.shader_version);
if (prefer_raster_effects) {
luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
} else {
luminance_reduce.shader.version_free(luminance_reduce.shader_version);
}
if (!prefer_raster_effects) {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
sss.shader.version_free(sss.shader_version);
}
sort.shader.version_free(sort.shader_version);
}