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/*************************************************************************/
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/* effects_rd.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 */
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/*************************************************************************/
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# include "effects_rd.h"
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# include "core/config/project_settings.h"
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# include "core/math/math_defs.h"
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# include "core/os/os.h"
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# include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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# include "thirdparty/misc/cubemap_coeffs.h"
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static _FORCE_INLINE_ void store_transform_3x3 ( const Basis & p_basis , float * p_array ) {
p_array [ 0 ] = p_basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
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static _FORCE_INLINE_ void store_camera ( const CameraMatrix & p_mtx , float * p_array ) {
for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
p_array [ i * 4 + j ] = p_mtx . matrix [ i ] [ j ] ;
}
}
}
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RID EffectsRD : : _get_uniform_set_from_image ( RID p_image ) {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 0 ;
u . ids . push_back ( 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 ;
}
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RID EffectsRD : : _get_uniform_set_from_texture ( RID p_texture , bool p_use_mipmaps ) {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
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u . binding = 0 ;
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u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
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u . ids . push_back ( p_texture ) ;
uniforms . push_back ( u ) ;
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//anything with the same configuration (one texture in binding 0 for set 0), is good
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RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , tonemap . shader . version_get_shader ( tonemap . shader_version , 0 ) , 0 ) ;
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texture_to_uniform_set_cache [ p_texture ] = uniform_set ;
return uniform_set ;
}
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RID EffectsRD : : _get_compute_uniform_set_from_texture ( RID p_texture , bool p_use_mipmaps ) {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
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u . binding = 0 ;
u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
u . ids . push_back ( 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 ;
}
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RID EffectsRD : : _get_compute_uniform_set_from_texture_and_sampler ( RID p_texture , RID p_sampler ) {
TextureSamplerPair tsp ;
tsp . texture = p_texture ;
tsp . sampler = p_sampler ;
if ( texture_sampler_to_compute_uniform_set_cache . has ( tsp ) ) {
RID uniform_set = texture_sampler_to_compute_uniform_set_cache [ tsp ] ;
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 . ids . push_back ( p_sampler ) ;
u . ids . push_back ( 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 , ssao . blur_shader . version_get_shader ( ssao . blur_shader_version , 0 ) , 0 ) ;
texture_sampler_to_compute_uniform_set_cache [ tsp ] = uniform_set ;
return uniform_set ;
}
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RID EffectsRD : : _get_compute_uniform_set_from_texture_pair ( RID p_texture1 , RID p_texture2 , bool p_use_mipmaps ) {
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TexturePair tp ;
tp . texture1 = p_texture1 ;
tp . texture2 = p_texture2 ;
if ( texture_pair_to_compute_uniform_set_cache . has ( tp ) ) {
RID uniform_set = texture_pair_to_compute_uniform_set_cache [ tp ] ;
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
return uniform_set ;
}
}
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
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u . binding = 0 ;
u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
u . ids . push_back ( p_texture1 ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
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u . binding = 1 ;
u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
u . ids . push_back ( p_texture2 ) ;
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 , ssr_scale . shader . version_get_shader ( ssr_scale . shader_version , 0 ) , 1 ) ;
texture_pair_to_compute_uniform_set_cache [ tp ] = uniform_set ;
return uniform_set ;
}
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RID EffectsRD : : _get_compute_uniform_set_from_image_pair ( RID p_texture1 , RID p_texture2 ) {
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TexturePair tp ;
tp . texture1 = p_texture1 ;
tp . texture2 = p_texture2 ;
if ( image_pair_to_compute_uniform_set_cache . has ( tp ) ) {
RID uniform_set = image_pair_to_compute_uniform_set_cache [ tp ] ;
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
return uniform_set ;
}
}
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 0 ;
u . ids . push_back ( p_texture1 ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( p_texture2 ) ;
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 , ssr_scale . shader . version_get_shader ( ssr_scale . shader_version , 0 ) , 3 ) ;
image_pair_to_compute_uniform_set_cache [ tp ] = uniform_set ;
return uniform_set ;
}
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void EffectsRD : : copy_to_atlas_fb ( RID p_source_rd_texture , RID p_dest_framebuffer , const Rect2 & p_uv_rect , RD : : DrawListID p_draw_list , bool p_flip_y , bool p_panorama ) {
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memset ( & copy_to_fb . push_constant , 0 , sizeof ( CopyToFbPushConstant ) ) ;
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copy_to_fb . push_constant . use_section = true ;
copy_to_fb . push_constant . section [ 0 ] = p_uv_rect . position . x ;
copy_to_fb . push_constant . section [ 1 ] = p_uv_rect . position . y ;
copy_to_fb . push_constant . section [ 2 ] = p_uv_rect . size . x ;
copy_to_fb . push_constant . section [ 3 ] = p_uv_rect . size . y ;
if ( p_flip_y ) {
copy_to_fb . push_constant . flip_y = true ;
}
RD : : DrawListID draw_list = p_draw_list ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , copy_to_fb . pipelines [ p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & copy_to_fb . push_constant , sizeof ( CopyToFbPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
}
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void EffectsRD : : copy_to_fb_rect ( RID p_source_rd_texture , RID p_dest_framebuffer , const Rect2i & p_rect , bool p_flip_y , bool p_force_luminance , bool p_alpha_to_zero , bool p_srgb , RID p_secondary ) {
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memset ( & copy_to_fb . push_constant , 0 , sizeof ( CopyToFbPushConstant ) ) ;
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if ( p_flip_y ) {
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copy_to_fb . push_constant . flip_y = true ;
}
if ( p_force_luminance ) {
copy_to_fb . push_constant . force_luminance = true ;
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}
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if ( p_alpha_to_zero ) {
copy_to_fb . push_constant . alpha_to_zero = true ;
}
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if ( p_srgb ) {
copy_to_fb . push_constant . srgb = true ;
}
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD , Vector < Color > ( ) , 1.0 , 0 , p_rect ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , copy_to_fb . pipelines [ p_secondary . is_valid ( ) ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
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if ( p_secondary . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_secondary ) , 1 ) ;
}
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RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & copy_to_fb . push_constant , sizeof ( CopyToFbPushConstant ) ) ;
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RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void EffectsRD : : copy_to_rect ( RID p_source_rd_texture , RID p_dest_texture , const Rect2i & p_rect , bool p_flip_y , bool p_force_luminance , bool p_all_source , bool p_8_bit_dst , bool p_alpha_to_one ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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if ( p_flip_y ) {
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copy . push_constant . flags | = COPY_FLAG_FLIP_Y ;
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}
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if ( p_force_luminance ) {
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copy . push_constant . flags | = COPY_FLAG_FORCE_LUMINANCE ;
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}
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if ( p_all_source ) {
copy . push_constant . flags | = COPY_FLAG_ALL_SOURCE ;
}
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if ( p_alpha_to_one ) {
copy . push_constant . flags | = COPY_FLAG_ALPHA_TO_ONE ;
}
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copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_rect . size . width ;
copy . push_constant . section [ 3 ] = p_rect . size . height ;
copy . push_constant . target [ 0 ] = p_rect . position . x ;
copy . push_constant . target [ 1 ] = p_rect . position . y ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY ] ) ;
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_dest_texture ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_rect . size . width , p_rect . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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void EffectsRD : : copy_cubemap_to_panorama ( RID p_source_cube , RID p_dest_panorama , const Size2i & p_panorama_size , float p_lod , bool p_is_array ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_panorama_size . width ;
copy . push_constant . section [ 3 ] = p_panorama_size . height ;
copy . push_constant . target [ 0 ] = 0 ;
copy . push_constant . target [ 1 ] = 0 ;
copy . push_constant . camera_z_far = p_lod ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_cube ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_panorama ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_panorama_size . width , p_panorama_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : copy_depth_to_rect_and_linearize ( RID p_source_rd_texture , RID p_dest_texture , const Rect2i & p_rect , bool p_flip_y , float p_z_near , float p_z_far ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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if ( p_flip_y ) {
copy . push_constant . flags | = COPY_FLAG_FLIP_Y ;
}
copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_rect . size . width ;
copy . push_constant . section [ 3 ] = p_rect . size . height ;
copy . push_constant . target [ 0 ] = p_rect . position . x ;
copy . push_constant . target [ 1 ] = p_rect . position . y ;
copy . push_constant . camera_z_far = p_z_far ;
copy . push_constant . camera_z_near = p_z_near ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ COPY_MODE_LINEARIZE_DEPTH ] ) ;
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_dest_texture ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_rect . size . width , p_rect . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : copy_depth_to_rect ( RID p_source_rd_texture , RID p_dest_texture , const Rect2i & p_rect , bool p_flip_y ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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if ( p_flip_y ) {
copy . push_constant . flags | = COPY_FLAG_FLIP_Y ;
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}
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copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_rect . size . width ;
copy . push_constant . section [ 3 ] = p_rect . size . height ;
copy . push_constant . target [ 0 ] = p_rect . position . x ;
copy . push_constant . target [ 1 ] = p_rect . position . y ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ COPY_MODE_SIMPLY_COPY_DEPTH ] ) ;
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_dest_texture ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_rect . size . width , p_rect . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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void EffectsRD : : set_color ( RID p_dest_texture , const Color & p_color , const Rect2i & p_region , bool p_8bit_dst ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_region . size . width ;
copy . push_constant . section [ 3 ] = p_region . size . height ;
copy . push_constant . target [ 0 ] = p_region . position . x ;
copy . push_constant . target [ 1 ] = p_region . position . y ;
copy . push_constant . set_color [ 0 ] = p_color . r ;
copy . push_constant . set_color [ 1 ] = p_color . g ;
copy . push_constant . set_color [ 2 ] = p_color . b ;
copy . push_constant . set_color [ 3 ] = p_color . a ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_texture ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_region . size . width , p_region . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : gaussian_blur ( RID p_source_rd_texture , RID p_texture , RID p_back_texture , const Rect2i & p_region , bool p_8bit_dst ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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uint32_t base_flags = 0 ;
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copy . push_constant . section [ 0 ] = p_region . position . x ;
copy . push_constant . section [ 1 ] = p_region . position . y ;
copy . push_constant . section [ 2 ] = p_region . size . width ;
copy . push_constant . section [ 3 ] = p_region . size . height ;
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//HORIZONTAL
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RD : : DrawListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_back_texture ) , 3 ) ;
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copy . push_constant . flags = base_flags | COPY_FLAG_HORIZONTAL ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_region . size . width , p_region . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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//VERTICAL
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_back_texture ) , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_texture ) , 3 ) ;
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copy . push_constant . flags = base_flags ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_region . size . width , p_region . size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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void EffectsRD : : gaussian_glow ( RID p_source_rd_texture , RID p_back_texture , const Size2i & p_size , float p_strength , bool p_high_quality , bool p_first_pass , float p_luminance_cap , float p_exposure , float p_bloom , float p_hdr_bleed_treshold , float p_hdr_bleed_scale , RID p_auto_exposure , float p_auto_exposure_grey ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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CopyMode copy_mode = p_first_pass & & p_auto_exposure . is_valid ( ) ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW ;
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uint32_t base_flags = 0 ;
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copy . push_constant . section [ 2 ] = p_size . x ;
copy . push_constant . section [ 3 ] = p_size . y ;
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copy . push_constant . glow_strength = p_strength ;
copy . push_constant . glow_bloom = p_bloom ;
copy . push_constant . glow_hdr_threshold = p_hdr_bleed_treshold ;
copy . push_constant . glow_hdr_scale = p_hdr_bleed_scale ;
copy . push_constant . glow_exposure = p_exposure ;
copy . push_constant . glow_white = 0 ; //actually unused
copy . push_constant . glow_luminance_cap = p_luminance_cap ;
copy . push_constant . glow_auto_exposure_grey = p_auto_exposure_grey ; //unused also
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ copy_mode ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_back_texture ) , 3 ) ;
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if ( p_auto_exposure . is_valid ( ) & & p_first_pass ) {
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_auto_exposure ) , 1 ) ;
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}
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copy . push_constant . flags = base_flags | ( p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0 ) | ( p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_size . width , p_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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void EffectsRD : : screen_space_reflection ( RID p_diffuse , RID p_normal_roughness , RenderingServer : : EnvironmentSSRRoughnessQuality p_roughness_quality , RID p_blur_radius , RID p_blur_radius2 , RID p_metallic , const Color & p_metallic_mask , RID p_depth , RID p_scale_depth , RID p_scale_normal , RID p_output , RID p_output_blur , const Size2i & p_screen_size , int p_max_steps , float p_fade_in , float p_fade_out , float p_tolerance , const CameraMatrix & p_camera ) {
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
{ //scale color and depth to half
ssr_scale . push_constant . camera_z_far = p_camera . get_z_far ( ) ;
ssr_scale . push_constant . camera_z_near = p_camera . get_z_near ( ) ;
ssr_scale . push_constant . orthogonal = p_camera . is_orthogonal ( ) ;
ssr_scale . push_constant . filter = false ; //enabling causes arctifacts
ssr_scale . push_constant . screen_size [ 0 ] = p_screen_size . x ;
ssr_scale . push_constant . screen_size [ 1 ] = p_screen_size . y ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssr_scale . pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_diffuse ) , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture_pair ( p_depth , p_normal_roughness ) , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_output_blur ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_scale_depth , p_scale_normal ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssr_scale . push_constant , sizeof ( ScreenSpaceReflectionScalePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
{
ssr . push_constant . camera_z_far = p_camera . get_z_far ( ) ;
ssr . push_constant . camera_z_near = p_camera . get_z_near ( ) ;
ssr . push_constant . orthogonal = p_camera . is_orthogonal ( ) ;
ssr . push_constant . screen_size [ 0 ] = p_screen_size . x ;
ssr . push_constant . screen_size [ 1 ] = p_screen_size . y ;
ssr . push_constant . curve_fade_in = p_fade_in ;
ssr . push_constant . distance_fade = p_fade_out ;
ssr . push_constant . num_steps = p_max_steps ;
ssr . push_constant . depth_tolerance = p_tolerance ;
ssr . push_constant . use_half_res = true ;
ssr . push_constant . proj_info [ 0 ] = - 2.0f / ( p_screen_size . width * p_camera . matrix [ 0 ] [ 0 ] ) ;
ssr . push_constant . proj_info [ 1 ] = - 2.0f / ( p_screen_size . height * p_camera . matrix [ 1 ] [ 1 ] ) ;
ssr . push_constant . proj_info [ 2 ] = ( 1.0f - p_camera . matrix [ 0 ] [ 2 ] ) / p_camera . matrix [ 0 ] [ 0 ] ;
ssr . push_constant . proj_info [ 3 ] = ( 1.0f + p_camera . matrix [ 1 ] [ 2 ] ) / p_camera . matrix [ 1 ] [ 1 ] ;
ssr . push_constant . metallic_mask [ 0 ] = CLAMP ( p_metallic_mask . r * 255.0 , 0 , 255 ) ;
ssr . push_constant . metallic_mask [ 1 ] = CLAMP ( p_metallic_mask . g * 255.0 , 0 , 255 ) ;
ssr . push_constant . metallic_mask [ 2 ] = CLAMP ( p_metallic_mask . b * 255.0 , 0 , 255 ) ;
ssr . push_constant . metallic_mask [ 3 ] = CLAMP ( p_metallic_mask . a * 255.0 , 0 , 255 ) ;
store_camera ( p_camera , ssr . push_constant . projection ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssr . pipelines [ ( p_roughness_quality ! = RS : : ENV_SSR_ROUGNESS_QUALITY_DISABLED ) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL ] ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssr . push_constant , sizeof ( ScreenSpaceReflectionPushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_output_blur , p_scale_depth ) , 0 ) ;
if ( p_roughness_quality ! = RS : : ENV_SSR_ROUGNESS_QUALITY_DISABLED ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_output , p_blur_radius ) , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture_pair ( p_metallic , p_normal_roughness ) , 3 ) ;
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} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_output ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_metallic ) , 3 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_scale_normal ) , 2 ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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}
if ( p_roughness_quality ! = RS : : ENV_SSR_ROUGNESS_QUALITY_DISABLED ) {
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//blur
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
ssr_filter . push_constant . orthogonal = p_camera . is_orthogonal ( ) ;
ssr_filter . push_constant . edge_tolerance = Math : : sin ( Math : : deg2rad ( 15.0 ) ) ;
ssr_filter . push_constant . proj_info [ 0 ] = - 2.0f / ( p_screen_size . width * p_camera . matrix [ 0 ] [ 0 ] ) ;
ssr_filter . push_constant . proj_info [ 1 ] = - 2.0f / ( p_screen_size . height * p_camera . matrix [ 1 ] [ 1 ] ) ;
ssr_filter . push_constant . proj_info [ 2 ] = ( 1.0f - p_camera . matrix [ 0 ] [ 2 ] ) / p_camera . matrix [ 0 ] [ 0 ] ;
ssr_filter . push_constant . proj_info [ 3 ] = ( 1.0f + p_camera . matrix [ 1 ] [ 2 ] ) / p_camera . matrix [ 1 ] [ 1 ] ;
ssr_filter . push_constant . vertical = 0 ;
if ( p_roughness_quality = = RS : : ENV_SSR_ROUGNESS_QUALITY_LOW ) {
ssr_filter . push_constant . steps = p_max_steps / 3 ;
ssr_filter . push_constant . increment = 3 ;
} else if ( p_roughness_quality = = RS : : ENV_SSR_ROUGNESS_QUALITY_MEDIUM ) {
ssr_filter . push_constant . steps = p_max_steps / 2 ;
ssr_filter . push_constant . increment = 2 ;
} else {
ssr_filter . push_constant . steps = p_max_steps ;
ssr_filter . push_constant . increment = 1 ;
}
ssr_filter . push_constant . screen_size [ 0 ] = p_screen_size . width ;
ssr_filter . push_constant . screen_size [ 1 ] = p_screen_size . height ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssr_filter . pipelines [ SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_output , p_blur_radius ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_scale_normal ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_output_blur , p_blur_radius2 ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_scale_depth ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssr_filter . push_constant , sizeof ( ScreenSpaceReflectionFilterPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssr_filter . pipelines [ SCREEN_SPACE_REFLECTION_FILTER_VERTICAL ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_output_blur , p_blur_radius2 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_scale_normal ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_output ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_scale_depth ) , 3 ) ;
ssr_filter . push_constant . vertical = 1 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssr_filter . push_constant , sizeof ( ScreenSpaceReflectionFilterPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : sub_surface_scattering ( RID p_diffuse , RID p_diffuse2 , RID p_depth , const CameraMatrix & p_camera , const Size2i & p_screen_size , float p_scale , float p_depth_scale , RenderingServer : : SubSurfaceScatteringQuality p_quality ) {
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
Plane p = p_camera . xform4 ( Plane ( 1 , 0 , - 1 , 1 ) ) ;
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p . normal / = p . d ;
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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 ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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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 ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . width , p_screen_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
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void EffectsRD : : merge_specular ( RID p_dest_framebuffer , RID p_specular , RID p_base , RID p_reflection ) {
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD , Vector < Color > ( ) ) ;
if ( p_reflection . is_valid ( ) ) {
if ( p_base . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , specular_merge . pipelines [ SPECULAR_MERGE_SSR ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_base ) , 2 ) ;
} else {
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , specular_merge . pipelines [ SPECULAR_MERGE_ADDITIVE_SSR ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_specular ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_reflection ) , 1 ) ;
} else {
if ( p_base . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , specular_merge . pipelines [ SPECULAR_MERGE_ADD ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_base ) , 2 ) ;
} else {
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , specular_merge . pipelines [ SPECULAR_MERGE_ADDITIVE_ADD ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_specular ) , 0 ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void EffectsRD : : make_mipmap ( RID p_source_rd_texture , RID p_dest_texture , const Size2i & p_size ) {
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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copy . push_constant . section [ 0 ] = 0 ;
copy . push_constant . section [ 1 ] = 0 ;
copy . push_constant . section [ 2 ] = p_size . width ;
copy . push_constant . section [ 3 ] = p_size . height ;
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , copy . pipelines [ COPY_MODE_MIPMAP ] ) ;
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_dest_texture ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & copy . push_constant , sizeof ( CopyPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_size . width , p_size . height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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void EffectsRD : : copy_cubemap_to_dp ( RID p_source_rd_texture , RID p_dst_framebuffer , const Rect2 & p_rect , float p_z_near , float p_z_far , bool p_dp_flip ) {
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CopyToDPPushConstant push_constant ;
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push_constant . screen_rect [ 0 ] = p_rect . position . x ;
push_constant . screen_rect [ 1 ] = p_rect . position . y ;
push_constant . screen_rect [ 2 ] = p_rect . size . width ;
push_constant . screen_rect [ 3 ] = p_rect . size . height ;
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push_constant . z_far = p_z_far ;
push_constant . z_near = p_z_near ;
push_constant . z_flip = p_dp_flip ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dst_framebuffer , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_DISCARD , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , cube_to_dp . pipeline . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dst_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( CopyToDPPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
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RD : : get_singleton ( ) - > draw_list_end ( RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_TRANSFER ) ;
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}
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void EffectsRD : : tonemapper ( RID p_source_color , RID p_dst_framebuffer , const TonemapSettings & p_settings ) {
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memset ( & tonemap . push_constant , 0 , sizeof ( TonemapPushConstant ) ) ;
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tonemap . push_constant . use_bcs = p_settings . use_bcs ;
tonemap . push_constant . bcs [ 0 ] = p_settings . brightness ;
tonemap . push_constant . bcs [ 1 ] = p_settings . contrast ;
tonemap . push_constant . bcs [ 2 ] = p_settings . saturation ;
tonemap . push_constant . use_glow = p_settings . use_glow ;
tonemap . push_constant . glow_intensity = p_settings . glow_intensity ;
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tonemap . push_constant . glow_levels [ 0 ] = p_settings . glow_levels [ 0 ] ; // clean this up to just pass by pointer or something
tonemap . push_constant . glow_levels [ 1 ] = p_settings . glow_levels [ 1 ] ;
tonemap . push_constant . glow_levels [ 2 ] = p_settings . glow_levels [ 2 ] ;
tonemap . push_constant . glow_levels [ 3 ] = p_settings . glow_levels [ 3 ] ;
tonemap . push_constant . glow_levels [ 4 ] = p_settings . glow_levels [ 4 ] ;
tonemap . push_constant . glow_levels [ 5 ] = p_settings . glow_levels [ 5 ] ;
tonemap . push_constant . glow_levels [ 6 ] = p_settings . glow_levels [ 6 ] ;
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tonemap . push_constant . glow_texture_size [ 0 ] = p_settings . glow_texture_size . x ;
tonemap . push_constant . glow_texture_size [ 1 ] = p_settings . glow_texture_size . y ;
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tonemap . push_constant . glow_mode = p_settings . glow_mode ;
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int mode = p_settings . glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL ;
if ( p_settings . use_1d_color_correction ) {
mode + = 2 ;
}
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tonemap . push_constant . tonemapper = p_settings . tonemap_mode ;
tonemap . push_constant . use_auto_exposure = p_settings . use_auto_exposure ;
tonemap . push_constant . exposure = p_settings . exposure ;
tonemap . push_constant . white = p_settings . white ;
tonemap . push_constant . auto_exposure_grey = p_settings . auto_exposure_grey ;
tonemap . push_constant . use_color_correction = p_settings . use_color_correction ;
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tonemap . push_constant . use_fxaa = p_settings . use_fxaa ;
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tonemap . push_constant . use_debanding = p_settings . use_debanding ;
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tonemap . push_constant . pixel_size [ 0 ] = 1.0 / p_settings . texture_size . x ;
tonemap . push_constant . pixel_size [ 1 ] = 1.0 / p_settings . texture_size . y ;
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if ( p_settings . view_count > 1 ) {
// Use MULTIVIEW versions
mode + = 4 ;
}
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dst_framebuffer , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , tonemap . pipelines [ mode ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dst_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_color ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . exposure_texture ) , 1 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . glow_texture , true ) , 2 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . color_correction_texture ) , 3 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & tonemap . push_constant , sizeof ( TonemapPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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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 ) {
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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 ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , luminance_reduce . push_constant . source_size [ 0 ] , luminance_reduce . push_constant . source_size [ 1 ] , 1 ) ;
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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 ( ) ;
}
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void EffectsRD : : bokeh_dof ( RID p_base_texture , RID p_depth_texture , const Size2i & p_base_texture_size , RID p_secondary_texture , RID p_halfsize_texture1 , RID p_halfsize_texture2 , bool p_dof_far , float p_dof_far_begin , float p_dof_far_size , bool p_dof_near , float p_dof_near_begin , float p_dof_near_size , float p_bokeh_size , RenderingServer : : DOFBokehShape p_bokeh_shape , RS : : DOFBlurQuality p_quality , bool p_use_jitter , float p_cam_znear , float p_cam_zfar , bool p_cam_orthogonal ) {
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bokeh . push_constant . blur_far_active = p_dof_far ;
bokeh . push_constant . blur_far_begin = p_dof_far_begin ;
bokeh . push_constant . blur_far_end = p_dof_far_begin + p_dof_far_size ;
bokeh . push_constant . blur_near_active = p_dof_near ;
bokeh . push_constant . blur_near_begin = p_dof_near_begin ;
bokeh . push_constant . blur_near_end = MAX ( 0 , p_dof_near_begin - p_dof_near_size ) ;
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bokeh . push_constant . use_jitter = p_use_jitter ;
bokeh . push_constant . jitter_seed = Math : : randf ( ) * 1000.0 ;
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bokeh . push_constant . z_near = p_cam_znear ;
bokeh . push_constant . z_far = p_cam_zfar ;
bokeh . push_constant . orthogonal = p_cam_orthogonal ;
bokeh . push_constant . blur_size = p_bokeh_size ;
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bokeh . push_constant . second_pass = false ;
bokeh . push_constant . half_size = false ;
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bokeh . push_constant . blur_scale = 0.5 ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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/* FIRST PASS */
// The alpha channel of the source color texture is filled with the expected circle size
// If used for DOF far, the size is positive, if used for near, its negative.
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ BOKEH_GEN_BLUR_SIZE ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_base_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_texture ) , 1 ) ;
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bokeh . push_constant . size [ 0 ] = p_base_texture_size . x ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_base_texture_size . x , p_base_texture_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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if ( p_bokeh_shape = = RS : : DOF_BOKEH_BOX | | p_bokeh_shape = = RS : : DOF_BOKEH_HEXAGON ) {
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//second pass
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ p_bokeh_shape = = RS : : DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL ] ) ;
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static const int quality_samples [ 4 ] = { 6 , 12 , 12 , 24 } ;
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bokeh . push_constant . steps = quality_samples [ p_quality ] ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_halfsize_texture1 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_base_texture ) , 1 ) ;
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bokeh . push_constant . size [ 0 ] = p_base_texture_size . x > > 1 ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y > > 1 ;
bokeh . push_constant . half_size = true ;
bokeh . push_constant . blur_size * = 0.5 ;
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} else {
//medium and high quality use full size
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_secondary_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_base_texture ) , 1 ) ;
}
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , bokeh . push_constant . size [ 0 ] , bokeh . push_constant . size [ 1 ] , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//third pass
bokeh . push_constant . second_pass = true ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_halfsize_texture2 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_halfsize_texture1 ) , 1 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_base_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_secondary_texture ) , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , bokeh . push_constant . size [ 0 ] , bokeh . push_constant . size [ 1 ] , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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//forth pass, upscale for low quality
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ BOKEH_COMPOSITE ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_base_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_halfsize_texture2 ) , 1 ) ;
bokeh . push_constant . size [ 0 ] = p_base_texture_size . x ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y ;
bokeh . push_constant . half_size = false ;
bokeh . push_constant . second_pass = false ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_base_texture_size . x , p_base_texture_size . y , 1 ) ;
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}
} else {
//circle
//second pass
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ BOKEH_GEN_BOKEH_CIRCULAR ] ) ;
static const float quality_scale [ 4 ] = { 8.0 , 4.0 , 1.0 , 0.5 } ;
bokeh . push_constant . steps = 0 ;
bokeh . push_constant . blur_scale = quality_scale [ p_quality ] ;
//circle always runs in half size, otherwise too expensive
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_halfsize_texture1 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_base_texture ) , 1 ) ;
bokeh . push_constant . size [ 0 ] = p_base_texture_size . x > > 1 ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y > > 1 ;
bokeh . push_constant . half_size = true ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , bokeh . push_constant . size [ 0 ] , bokeh . push_constant . size [ 1 ] , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//circle is just one pass, then upscale
// upscale
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ BOKEH_COMPOSITE ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_base_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_halfsize_texture1 ) , 1 ) ;
bokeh . push_constant . size [ 0 ] = p_base_texture_size . x ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y ;
bokeh . push_constant . half_size = false ;
bokeh . push_constant . second_pass = false ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & bokeh . push_constant , sizeof ( BokehPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_base_texture_size . x , p_base_texture_size . y , 1 ) ;
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}
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : gather_ssao ( RD : : ComputeListID p_compute_list , const Vector < RID > p_ao_slices , const SSAOSettings & p_settings , bool p_adaptive_base_pass , RID p_gather_uniform_set , RID p_importance_map_uniform_set ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( p_compute_list , p_gather_uniform_set , 0 ) ;
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if ( ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_ULTRA ) & & ! p_adaptive_base_pass ) {
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( p_compute_list , p_importance_map_uniform_set , 1 ) ;
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}
for ( int i = 0 ; i < 4 ; i + + ) {
if ( ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) & & ( ( i = = 1 ) | | ( i = = 2 ) ) ) {
continue ;
}
ssao . gather_push_constant . pass_coord_offset [ 0 ] = i % 2 ;
ssao . gather_push_constant . pass_coord_offset [ 1 ] = i / 2 ;
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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 ;
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ssao . gather_push_constant . pass = i ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( p_compute_list , _get_uniform_set_from_image ( p_ao_slices [ i ] ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( p_compute_list , & ssao . gather_push_constant , sizeof ( SSAOGatherPushConstant ) ) ;
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Size2i size = Size2i ( p_settings . full_screen_size . x > > ( p_settings . half_size ? 2 : 1 ) , p_settings . full_screen_size . y > > ( p_settings . half_size ? 2 : 1 ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( p_compute_list , size . x , size . y , 1 ) ;
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}
RD : : get_singleton ( ) - > compute_list_add_barrier ( p_compute_list ) ;
}
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void EffectsRD : : generate_ssao ( RID p_depth_buffer , RID p_normal_buffer , RID p_depth_mipmaps_texture , const Vector < RID > & p_depth_mipmaps , RID p_ao , const Vector < RID > p_ao_slices , RID p_ao_pong , const Vector < RID > p_ao_pong_slices , RID p_upscale_buffer , RID p_importance_map , RID p_importance_map_pong , const CameraMatrix & p_projection , const SSAOSettings & p_settings , bool p_invalidate_uniform_sets , RID & r_downsample_uniform_set , RID & r_gather_uniform_set , RID & r_importance_map_uniform_set ) {
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " SSAO " ) ;
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/* FIRST PASS */
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// Downsample and deinterleave the depth buffer.
{
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Downsample Depth " ) ;
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if ( p_invalidate_uniform_sets ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 0 ;
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u . ids . push_back ( p_depth_mipmaps [ 1 ] ) ;
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . ids . push_back ( p_depth_mipmaps [ 2 ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . ids . push_back ( p_depth_mipmaps [ 3 ] ) ;
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uniforms . push_back ( u ) ;
}
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r_downsample_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , ssao . downsample_shader . version_get_shader ( ssao . downsample_shader_version , 2 ) , 2 ) ;
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}
float depth_linearize_mul = - p_projection . matrix [ 3 ] [ 2 ] ;
float depth_linearize_add = p_projection . matrix [ 2 ] [ 2 ] ;
if ( depth_linearize_mul * depth_linearize_add < 0 ) {
depth_linearize_add = - depth_linearize_add ;
}
ssao . downsample_push_constant . orthogonal = p_projection . is_orthogonal ( ) ;
ssao . downsample_push_constant . z_near = depth_linearize_mul ;
ssao . downsample_push_constant . z_far = depth_linearize_add ;
if ( ssao . downsample_push_constant . orthogonal ) {
ssao . downsample_push_constant . z_near = p_projection . get_z_near ( ) ;
ssao . downsample_push_constant . z_far = p_projection . get_z_far ( ) ;
}
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ssao . downsample_push_constant . pixel_size [ 0 ] = 1.0 / p_settings . full_screen_size . x ;
ssao . downsample_push_constant . pixel_size [ 1 ] = 1.0 / p_settings . full_screen_size . y ;
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ssao . downsample_push_constant . radius_sq = p_settings . radius * p_settings . radius ;
int downsample_pipeline = SSAO_DOWNSAMPLE ;
if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
downsample_pipeline = SSAO_DOWNSAMPLE_HALF ;
} else if ( p_settings . quality > RS : : ENV_SSAO_QUALITY_MEDIUM ) {
downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP ;
}
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if ( p_settings . half_size ) {
downsample_pipeline + + ;
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}
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ downsample_pipeline ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_buffer ) , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_depth_mipmaps [ 0 ] ) , 1 ) ;
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if ( p_settings . quality > RS : : ENV_SSAO_QUALITY_MEDIUM ) {
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , r_downsample_uniform_set , 2 ) ;
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}
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . downsample_push_constant , sizeof ( SSAODownsamplePushConstant ) ) ;
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Size2i size ( MAX ( 1 , p_settings . full_screen_size . x > > ( p_settings . half_size ? 2 : 1 ) ) , MAX ( 1 , p_settings . full_screen_size . y > > ( p_settings . half_size ? 2 : 1 ) ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , size . x , size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; // Downsample SSAO
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}
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/* SECOND PASS */
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// Sample SSAO
{
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Gather Samples " ) ;
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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 ;
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ssao . gather_push_constant . half_screen_pixel_size [ 0 ] = 1.0 / p_settings . half_screen_size . x ;
ssao . gather_push_constant . half_screen_pixel_size [ 1 ] = 1.0 / p_settings . half_screen_size . y ;
float tan_half_fov_x = 1.0 / p_projection . matrix [ 0 ] [ 0 ] ;
float tan_half_fov_y = 1.0 / p_projection . matrix [ 1 ] [ 1 ] ;
ssao . gather_push_constant . NDC_to_view_mul [ 0 ] = tan_half_fov_x * 2.0 ;
ssao . gather_push_constant . NDC_to_view_mul [ 1 ] = tan_half_fov_y * - 2.0 ;
ssao . gather_push_constant . NDC_to_view_add [ 0 ] = tan_half_fov_x * - 1.0 ;
ssao . gather_push_constant . NDC_to_view_add [ 1 ] = tan_half_fov_y ;
ssao . gather_push_constant . is_orthogonal = p_projection . is_orthogonal ( ) ;
ssao . gather_push_constant . half_screen_pixel_size_x025 [ 0 ] = ssao . gather_push_constant . half_screen_pixel_size [ 0 ] * 0.25 ;
ssao . gather_push_constant . half_screen_pixel_size_x025 [ 1 ] = ssao . gather_push_constant . half_screen_pixel_size [ 1 ] * 0.25 ;
float radius_near_limit = ( p_settings . radius * 1.2f ) ;
if ( p_settings . quality < = RS : : ENV_SSAO_QUALITY_LOW ) {
radius_near_limit * = 1.50f ;
if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
ssao . gather_push_constant . radius * = 0.8f ;
}
if ( p_settings . half_size ) {
ssao . gather_push_constant . radius * = 0.5f ;
}
}
radius_near_limit / = tan_half_fov_y ;
ssao . gather_push_constant . radius = p_settings . radius ;
ssao . gather_push_constant . intensity = p_settings . intensity ;
ssao . gather_push_constant . shadow_power = p_settings . power ;
ssao . gather_push_constant . shadow_clamp = 0.98 ;
ssao . gather_push_constant . fade_out_mul = - 1.0 / ( p_settings . fadeout_to - p_settings . fadeout_from ) ;
ssao . gather_push_constant . fade_out_add = p_settings . fadeout_from / ( p_settings . fadeout_to - p_settings . fadeout_from ) + 1.0 ;
ssao . gather_push_constant . horizon_angle_threshold = p_settings . horizon ;
ssao . gather_push_constant . inv_radius_near_limit = 1.0f / radius_near_limit ;
ssao . gather_push_constant . neg_inv_radius = - 1.0 / ssao . gather_push_constant . radius ;
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ssao . gather_push_constant . load_counter_avg_div = 9.0 / float ( ( p_settings . quarter_screen_size . x ) * ( p_settings . quarter_screen_size . y ) * 255 ) ;
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ssao . gather_push_constant . adaptive_sample_limit = p_settings . adaptive_target ;
ssao . gather_push_constant . detail_intensity = p_settings . detail ;
ssao . gather_push_constant . quality = MAX ( 0 , p_settings . quality - 1 ) ;
ssao . gather_push_constant . size_multiplier = p_settings . half_size ? 2 : 1 ;
if ( p_invalidate_uniform_sets ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
u . binding = 0 ;
u . ids . push_back ( ssao . mirror_sampler ) ;
u . ids . push_back ( p_depth_mipmaps_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
u . ids . push_back ( p_normal_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 2 ;
u . ids . push_back ( ssao . gather_constants_buffer ) ;
uniforms . push_back ( u ) ;
}
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r_gather_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , ssao . gather_shader . version_get_shader ( ssao . gather_shader_version , 0 ) , 0 ) ;
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}
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if ( p_invalidate_uniform_sets ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 0 ;
u . ids . push_back ( p_ao_pong ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
u . binding = 1 ;
u . ids . push_back ( default_sampler ) ;
u . ids . push_back ( p_importance_map ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
u . ids . push_back ( ssao . importance_map_load_counter ) ;
uniforms . push_back ( u ) ;
}
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r_importance_map_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , ssao . gather_shader . version_get_shader ( ssao . gather_shader_version , 2 ) , 1 ) ;
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}
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if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_ULTRA ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Generate Importance Map " ) ;
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ssao . importance_map_push_constant . half_screen_pixel_size [ 0 ] = 1.0 / p_settings . half_screen_size . x ;
ssao . importance_map_push_constant . half_screen_pixel_size [ 1 ] = 1.0 / p_settings . half_screen_size . y ;
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 ] ) ;
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gather_ssao ( compute_list , p_ao_pong_slices , p_settings , true , r_gather_uniform_set , RID ( ) ) ;
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//generate importance map
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_GENERATE_IMPORTANCE_MAP ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao_pong ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_importance_map ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . importance_map_push_constant , sizeof ( SSAOImportanceMapPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_settings . quarter_screen_size . x , p_settings . quarter_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//process importance map A
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_PROCESS_IMPORTANCE_MAPA ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_importance_map ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_importance_map_pong ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . importance_map_push_constant , sizeof ( SSAOImportanceMapPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_settings . quarter_screen_size . x , p_settings . quarter_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//process Importance Map B
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_PROCESS_IMPORTANCE_MAPB ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_importance_map_pong ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_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 ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_settings . quarter_screen_size . x , p_settings . quarter_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_GATHER_ADAPTIVE ] ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; // Importance Map
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} else {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_GATHER ] ) ;
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}
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gather_ssao ( compute_list , p_ao_slices , p_settings , false , r_gather_uniform_set , r_importance_map_uniform_set ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; // Gather SSAO
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}
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// /* THIRD PASS */
// // Blur
//
{
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Edge Aware Blur " ) ;
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ssao . blur_push_constant . edge_sharpness = 1.0 - p_settings . sharpness ;
ssao . blur_push_constant . half_screen_pixel_size [ 0 ] = 1.0 / p_settings . half_screen_size . x ;
ssao . blur_push_constant . half_screen_pixel_size [ 1 ] = 1.0 / p_settings . half_screen_size . y ;
int blur_passes = p_settings . quality > RS : : ENV_SSAO_QUALITY_VERY_LOW ? p_settings . blur_passes : 1 ;
for ( int pass = 0 ; pass < blur_passes ; pass + + ) {
int blur_pipeline = SSAO_BLUR_PASS ;
if ( p_settings . quality > RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
if ( pass < blur_passes - 2 ) {
blur_pipeline = SSAO_BLUR_PASS_WIDE ;
}
blur_pipeline = SSAO_BLUR_PASS_SMART ;
}
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for ( int i = 0 ; i < 4 ; i + + ) {
if ( ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) & & ( ( i = = 1 ) | | ( i = = 2 ) ) ) {
continue ;
}
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ blur_pipeline ] ) ;
if ( pass % 2 = = 0 ) {
if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao_slices [ i ] ) , 0 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture_and_sampler ( p_ao_slices [ i ] , ssao . mirror_sampler ) , 0 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_ao_pong_slices [ i ] ) , 1 ) ;
} else {
if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao_pong_slices [ i ] ) , 0 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture_and_sampler ( p_ao_pong_slices [ i ] , ssao . mirror_sampler ) , 0 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_ao_slices [ i ] ) , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . blur_push_constant , sizeof ( SSAOBlurPushConstant ) ) ;
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Size2i size ( p_settings . full_screen_size . x > > ( p_settings . half_size ? 2 : 1 ) , p_settings . full_screen_size . y > > ( p_settings . half_size ? 2 : 1 ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , size . x , size . y , 1 ) ;
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}
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if ( p_settings . quality > RS : : ENV_SSAO_QUALITY_VERY_LOW ) {
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
}
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; // Blur
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}
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/* FOURTH PASS */
// Interleave buffers
// back to full size
{
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Interleave Buffers " ) ;
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ssao . interleave_push_constant . inv_sharpness = 1.0 - p_settings . sharpness ;
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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 ;
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ssao . interleave_push_constant . size_modifier = uint32_t ( p_settings . half_size ? 4 : 2 ) ;
int interleave_pipeline = SSAO_INTERLEAVE_HALF ;
if ( p_settings . quality = = RS : : ENV_SSAO_QUALITY_LOW ) {
interleave_pipeline = SSAO_INTERLEAVE ;
} else if ( p_settings . quality > = RS : : ENV_SSAO_QUALITY_MEDIUM ) {
interleave_pipeline = SSAO_INTERLEAVE_SMART ;
}
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ interleave_pipeline ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_upscale_buffer ) , 0 ) ;
if ( p_settings . quality > RS : : ENV_SSAO_QUALITY_VERY_LOW & & p_settings . blur_passes % 2 = = 0 ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao ) , 1 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao_pong ) , 1 ) ;
}
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . interleave_push_constant , sizeof ( SSAOInterleavePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_settings . full_screen_size . x , p_settings . full_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; // Interleave
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}
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ; //SSAO
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RD : : get_singleton ( ) - > compute_list_end ( RD : : BARRIER_MASK_TRANSFER ) ; //wait for upcoming transfer
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int zero [ 1 ] = { 0 } ;
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RD : : get_singleton ( ) - > buffer_update ( ssao . importance_map_load_counter , 0 , sizeof ( uint32_t ) , & zero , 0 ) ; //no barrier
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}
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void EffectsRD : : roughness_limit ( RID p_source_normal , RID p_roughness , const Size2i & p_size , float p_curve ) {
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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
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_size . x , p_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : cubemap_roughness ( RID p_source_rd_texture , RID p_dest_framebuffer , uint32_t p_face_id , uint32_t p_sample_count , float p_roughness , float p_size ) {
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memset ( & roughness . push_constant , 0 , sizeof ( CubemapRoughnessPushConstant ) ) ;
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roughness . push_constant . face_id = p_face_id > 9 ? 0 : p_face_id ;
roughness . push_constant . roughness = p_roughness ;
roughness . push_constant . sample_count = p_sample_count ;
roughness . push_constant . use_direct_write = p_roughness = = 0.0 ;
roughness . push_constant . face_size = p_size ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , roughness . pipeline ) ;
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_dest_framebuffer ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & roughness . push_constant , sizeof ( CubemapRoughnessPushConstant ) ) ;
int x_groups = ( p_size - 1 ) / 8 + 1 ;
int y_groups = ( p_size - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , p_face_id > 9 ? 6 : 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : cubemap_downsample ( RID p_source_cubemap , RID p_dest_cubemap , const Size2i & p_size ) {
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cubemap_downsampler . push_constant . face_size = p_size . x ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , cubemap_downsampler . pipeline ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_cubemap ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_cubemap ) , 1 ) ;
int x_groups = ( p_size . x - 1 ) / 8 + 1 ;
int y_groups = ( p_size . y - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & cubemap_downsampler . push_constant , sizeof ( CubemapDownsamplerPushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 6 ) ; // one z_group for each face
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : cubemap_filter ( RID p_source_cubemap , Vector < RID > p_dest_cubemap , bool p_use_array ) {
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Vector < RD : : Uniform > uniforms ;
for ( int i = 0 ; i < p_dest_cubemap . size ( ) ; i + + ) {
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = i ;
u . ids . push_back ( p_dest_cubemap [ i ] ) ;
uniforms . push_back ( u ) ;
}
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . image_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( filter . image_uniform_set ) ;
}
filter . image_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , filter . shader . version_get_shader ( filter . shader_version , 0 ) , 2 ) ;
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int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY ;
pipeline = filter . use_high_quality ? pipeline : pipeline + 1 ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , filter . pipelines [ pipeline ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_cubemap , true ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , filter . uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , filter . image_uniform_set , 2 ) ;
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int x_groups = p_use_array ? 1792 : 342 ; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , 6 , 1 ) ; // one y_group for each face
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void EffectsRD : : render_sky ( RD : : DrawListID p_list , float p_time , RID p_fb , RID p_samplers , RID p_fog , PipelineCacheRD * p_pipeline , RID p_uniform_set , RID p_texture_set , uint32_t p_view_count , const CameraMatrix * p_projections , const Basis & p_orientation , float p_multiplier , const Vector3 & p_position ) {
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SkyPushConstant sky_push_constant ;
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memset ( & sky_push_constant , 0 , sizeof ( SkyPushConstant ) ) ;
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for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
// We only need key components of our projection matrix
sky_push_constant . projections [ v ] [ 0 ] = p_projections [ v ] . matrix [ 2 ] [ 0 ] ;
sky_push_constant . projections [ v ] [ 1 ] = p_projections [ v ] . matrix [ 0 ] [ 0 ] ;
sky_push_constant . projections [ v ] [ 2 ] = p_projections [ v ] . matrix [ 2 ] [ 1 ] ;
sky_push_constant . projections [ v ] [ 3 ] = p_projections [ v ] . matrix [ 1 ] [ 1 ] ;
}
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sky_push_constant . position [ 0 ] = p_position . x ;
sky_push_constant . position [ 1 ] = p_position . y ;
sky_push_constant . position [ 2 ] = p_position . z ;
sky_push_constant . multiplier = p_multiplier ;
sky_push_constant . time = p_time ;
store_transform_3x3 ( p_orientation , sky_push_constant . orientation ) ;
RenderingDevice : : FramebufferFormatID fb_format = RD : : get_singleton ( ) - > framebuffer_get_format ( p_fb ) ;
RD : : DrawListID draw_list = p_list ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , p_pipeline - > get_render_pipeline ( RD : : INVALID_ID , fb_format ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_samplers , 0 ) ;
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if ( p_uniform_set . is_valid ( ) ) { //material may not have uniform set
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_uniform_set , 1 ) ;
}
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_texture_set , 2 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_fog , 3 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & sky_push_constant , sizeof ( SkyPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
}
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void EffectsRD : : resolve_gi ( RID p_source_depth , RID p_source_normal_roughness , RID p_source_voxel_gi , RID p_dest_depth , RID p_dest_normal_roughness , RID p_dest_voxel_gi , Vector2i p_screen_size , int p_samples , uint32_t p_barrier ) {
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ResolvePushConstant push_constant ;
push_constant . screen_size [ 0 ] = p_screen_size . x ;
push_constant . screen_size [ 1 ] = p_screen_size . y ;
push_constant . samples = p_samples ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , resolve . pipelines [ p_source_voxel_gi . is_valid ( ) ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture_pair ( p_source_depth , p_source_normal_roughness ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_image_pair ( p_dest_depth , p_dest_normal_roughness ) , 1 ) ;
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if ( p_source_voxel_gi . is_valid ( ) ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_voxel_gi ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_voxel_gi ) , 3 ) ;
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}
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( ResolvePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_screen_size . x , p_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( p_barrier ) ;
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}
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void EffectsRD : : sort_buffer ( RID p_uniform_set , int p_size ) {
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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 ( ) ;
}
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EffectsRD : : EffectsRD ( ) {
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{ // Initialize copy
Vector < String > copy_modes ;
copy_modes . push_back ( " \n #define MODE_GAUSSIAN_BLUR \n " ) ;
copy_modes . push_back ( " \n #define MODE_GAUSSIAN_BLUR \n #define DST_IMAGE_8BIT \n " ) ;
copy_modes . push_back ( " \n #define MODE_GAUSSIAN_GLOW \n " ) ;
copy_modes . push_back ( " \n #define MODE_GAUSSIAN_GLOW \n #define GLOW_USE_AUTO_EXPOSURE \n " ) ;
copy_modes . push_back ( " \n #define MODE_SIMPLE_COPY \n " ) ;
copy_modes . push_back ( " \n #define MODE_SIMPLE_COPY \n #define DST_IMAGE_8BIT \n " ) ;
copy_modes . push_back ( " \n #define MODE_SIMPLE_COPY_DEPTH \n " ) ;
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copy_modes . push_back ( " \n #define MODE_SET_COLOR \n " ) ;
copy_modes . push_back ( " \n #define MODE_SET_COLOR \n #define DST_IMAGE_8BIT \n " ) ;
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copy_modes . push_back ( " \n #define MODE_MIPMAP \n " ) ;
copy_modes . push_back ( " \n #define MODE_LINEARIZE_DEPTH_COPY \n " ) ;
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copy_modes . push_back ( " \n #define MODE_CUBEMAP_TO_PANORAMA \n " ) ;
copy_modes . push_back ( " \n #define MODE_CUBEMAP_ARRAY_TO_PANORAMA \n " ) ;
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copy . shader . initialize ( copy_modes ) ;
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memset ( & copy . push_constant , 0 , sizeof ( CopyPushConstant ) ) ;
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copy . shader_version = copy . shader . version_create ( ) ;
for ( int i = 0 ; i < COPY_MODE_MAX ; i + + ) {
copy . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( copy . shader . version_get_shader ( copy . shader_version , i ) ) ;
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}
}
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{
Vector < String > copy_modes ;
copy_modes . push_back ( " \n " ) ;
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copy_modes . push_back ( " \n #define MODE_PANORAMA_TO_DP \n " ) ;
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copy_modes . push_back ( " \n #define MODE_TWO_SOURCES \n " ) ;
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copy_to_fb . shader . initialize ( copy_modes ) ;
copy_to_fb . shader_version = copy_to_fb . shader . version_create ( ) ;
//use additive
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for ( int i = 0 ; i < COPY_TO_FB_MAX ; i + + ) {
copy_to_fb . pipelines [ i ] . setup ( copy_to_fb . shader . version_get_shader ( copy_to_fb . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
}
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}
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{
// Initialize roughness
Vector < String > cubemap_roughness_modes ;
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cubemap_roughness_modes . push_back ( " " ) ;
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roughness . shader . initialize ( cubemap_roughness_modes ) ;
roughness . shader_version = roughness . shader . version_create ( ) ;
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roughness . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( roughness . shader . version_get_shader ( roughness . shader_version , 0 ) ) ;
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}
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{
// Initialize tonemapper
Vector < String > tonemap_modes ;
tonemap_modes . push_back ( " \n " ) ;
tonemap_modes . push_back ( " \n #define USE_GLOW_FILTER_BICUBIC \n " ) ;
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tonemap_modes . push_back ( " \n #define USE_1D_LUT \n " ) ;
tonemap_modes . push_back ( " \n #define USE_GLOW_FILTER_BICUBIC \n #define USE_1D_LUT \n " ) ;
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// multiview versions of our shaders
tonemap_modes . push_back ( " \n #define MULTIVIEW \n " ) ;
tonemap_modes . push_back ( " \n #define MULTIVIEW \n #define USE_GLOW_FILTER_BICUBIC \n " ) ;
tonemap_modes . push_back ( " \n #define MULTIVIEW \n #define USE_1D_LUT \n " ) ;
tonemap_modes . push_back ( " \n #define MULTIVIEW \n #define USE_GLOW_FILTER_BICUBIC \n #define USE_1D_LUT \n " ) ;
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tonemap . shader . initialize ( tonemap_modes ) ;
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if ( ! RendererCompositorRD : : singleton - > is_xr_enabled ( ) ) {
tonemap . shader . set_variant_enabled ( TONEMAP_MODE_NORMAL_MULTIVIEW , false ) ;
tonemap . shader . set_variant_enabled ( TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW , false ) ;
tonemap . shader . set_variant_enabled ( TONEMAP_MODE_1D_LUT_MULTIVIEW , false ) ;
tonemap . shader . set_variant_enabled ( TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW , false ) ;
}
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tonemap . shader_version = tonemap . shader . version_create ( ) ;
for ( int i = 0 ; i < TONEMAP_MODE_MAX ; i + + ) {
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if ( tonemap . shader . is_variant_enabled ( i ) ) {
tonemap . pipelines [ i ] . setup ( tonemap . shader . version_get_shader ( tonemap . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
} else {
tonemap . pipelines [ i ] . clear ( ) ;
}
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}
}
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{
// 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 ) ) ;
}
}
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{
// Initialize copier
Vector < String > copy_modes ;
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copy_modes . push_back ( " \n " ) ;
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cube_to_dp . shader . initialize ( copy_modes ) ;
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cube_to_dp . shader_version = cube_to_dp . shader . version_create ( ) ;
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RID shader = cube_to_dp . shader . version_get_shader ( cube_to_dp . shader_version , 0 ) ;
RD : : PipelineDepthStencilState dss ;
dss . enable_depth_test = true ;
dss . depth_compare_operator = RD : : COMPARE_OP_ALWAYS ;
dss . enable_depth_write = true ;
cube_to_dp . pipeline . setup ( shader , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , dss , RD : : PipelineColorBlendState ( ) , 0 ) ;
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}
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{
// Initialize bokeh
Vector < String > bokeh_modes ;
bokeh_modes . push_back ( " \n #define MODE_GEN_BLUR_SIZE \n " ) ;
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bokeh_modes . push_back ( " \n #define MODE_BOKEH_BOX \n " ) ;
bokeh_modes . push_back ( " \n #define MODE_BOKEH_HEXAGONAL \n " ) ;
bokeh_modes . push_back ( " \n #define MODE_BOKEH_CIRCULAR \n " ) ;
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bokeh_modes . push_back ( " \n #define MODE_COMPOSITE_BOKEH \n " ) ;
bokeh . shader . initialize ( bokeh_modes ) ;
bokeh . shader_version = bokeh . shader . version_create ( ) ;
for ( int i = 0 ; i < BOKEH_MAX ; i + + ) {
bokeh . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( bokeh . shader . version_get_shader ( bokeh . shader_version , i ) ) ;
}
}
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{
// Initialize ssao
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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 ;
ssao . mirror_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
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uint32_t pipeline = 0 ;
{
Vector < String > ssao_modes ;
ssao_modes . push_back ( " \n " ) ;
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ssao_modes . push_back ( " \n #define USE_HALF_SIZE \n " ) ;
ssao_modes . push_back ( " \n #define GENERATE_MIPS \n " ) ;
ssao_modes . push_back ( " \n #define GENERATE_MIPS \n #define USE_HALF_SIZE " ) ;
ssao_modes . push_back ( " \n #define USE_HALF_BUFFERS \n " ) ;
ssao_modes . push_back ( " \n #define USE_HALF_BUFFERS \n #define USE_HALF_SIZE " ) ;
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ssao . downsample_shader . initialize ( ssao_modes ) ;
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ssao . downsample_shader_version = ssao . downsample_shader . version_create ( ) ;
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for ( int i = 0 ; i < = SSAO_DOWNSAMPLE_HALF_RES_HALF ; i + + ) {
ssao . pipelines [ pipeline ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssao . downsample_shader . version_get_shader ( ssao . downsample_shader_version , i ) ) ;
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pipeline + + ;
}
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}
{
Vector < String > ssao_modes ;
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ssao_modes . push_back ( " \n " ) ;
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ssao_modes . push_back ( " \n #define SSAO_BASE \n " ) ;
ssao_modes . push_back ( " \n #define ADAPTIVE \n " ) ;
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ssao . gather_shader . initialize ( ssao_modes ) ;
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ssao . gather_shader_version = ssao . gather_shader . version_create ( ) ;
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for ( int i = SSAO_GATHER ; 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 - SSAO_GATHER ) ) ;
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pipeline + + ;
}
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ssao . gather_constants_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SSAOGatherConstants ) ) ;
SSAOGatherConstants gather_constants ;
const int sub_pass_count = 5 ;
for ( int pass = 0 ; pass < 4 ; pass + + ) {
for ( int subPass = 0 ; subPass < sub_pass_count ; subPass + + ) {
int a = pass ;
int b = subPass ;
int spmap [ 5 ] { 0 , 1 , 4 , 3 , 2 } ;
b = spmap [ subPass ] ;
float ca , sa ;
float angle0 = ( float ( a ) + float ( b ) / float ( sub_pass_count ) ) * Math_PI * 0.5f ;
ca = Math : : cos ( angle0 ) ;
sa = Math : : sin ( angle0 ) ;
float scale = 1.0f + ( a - 1.5f + ( b - ( sub_pass_count - 1.0f ) * 0.5f ) / float ( sub_pass_count ) ) * 0.07f ;
gather_constants . rotation_matrices [ pass * 20 + subPass * 4 + 0 ] = scale * ca ;
gather_constants . rotation_matrices [ pass * 20 + subPass * 4 + 1 ] = scale * - sa ;
gather_constants . rotation_matrices [ pass * 20 + subPass * 4 + 2 ] = - scale * sa ;
gather_constants . rotation_matrices [ pass * 20 + subPass * 4 + 3 ] = - scale * ca ;
}
}
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RD : : get_singleton ( ) - > buffer_update ( ssao . gather_constants_buffer , 0 , sizeof ( SSAOGatherConstants ) , & gather_constants ) ;
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}
{
Vector < String > ssao_modes ;
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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 } ;
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RD : : get_singleton ( ) - > buffer_update ( ssao . importance_map_load_counter , 0 , sizeof ( uint32_t ) , & zero ) ;
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RD : : get_singleton ( ) - > set_resource_name ( ssao . importance_map_load_counter , " Importance Map Load Counter " ) ;
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 0 ;
u . ids . push_back ( 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 ) ;
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RD : : get_singleton ( ) - > set_resource_name ( ssao . counter_uniform_set , " Load Counter Uniform Set " ) ;
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}
{
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 " ) ;
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ssao . blur_shader . initialize ( ssao_modes ) ;
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ssao . blur_shader_version = ssao . blur_shader . version_create ( ) ;
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for ( int i = SSAO_BLUR_PASS ; i < = SSAO_BLUR_PASS_WIDE ; i + + ) {
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ssao . pipelines [ pipeline ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssao . blur_shader . version_get_shader ( ssao . blur_shader_version , i - SSAO_BLUR_PASS ) ) ;
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pipeline + + ;
}
}
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{
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 ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( ssao . pipelines [ pipeline ] , " Interleave Pipeline " + itos ( i ) ) ;
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pipeline + + ;
}
}
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ERR_FAIL_COND ( pipeline ! = SSAO_MAX ) ;
}
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{
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// Initialize roughness limiter
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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 ) ) ;
}
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{
//Initialize cubemap downsampler
Vector < String > cubemap_downsampler_modes ;
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cubemap_downsampler_modes . push_back ( " " ) ;
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cubemap_downsampler . shader . initialize ( cubemap_downsampler_modes ) ;
cubemap_downsampler . shader_version = cubemap_downsampler . shader . version_create ( ) ;
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cubemap_downsampler . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( cubemap_downsampler . shader . version_get_shader ( cubemap_downsampler . shader_version , 0 ) ) ;
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}
{
// Initialize cubemap filter
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filter . use_high_quality = GLOBAL_GET ( " rendering/reflections/sky_reflections/fast_filter_high_quality " ) ;
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Vector < String > cubemap_filter_modes ;
cubemap_filter_modes . push_back ( " \n #define USE_HIGH_QUALITY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_LOW_QUALITY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_HIGH_QUALITY \n #define USE_TEXTURE_ARRAY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_LOW_QUALITY \n #define USE_TEXTURE_ARRAY \n " ) ;
filter . shader . initialize ( cubemap_filter_modes ) ;
filter . shader_version = filter . shader . version_create ( ) ;
for ( int i = 0 ; i < FILTER_MODE_MAX ; i + + ) {
filter . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( filter . shader . version_get_shader ( filter . shader_version , i ) ) ;
}
if ( filter . use_high_quality ) {
filter . coefficient_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( high_quality_coeffs ) ) ;
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RD : : get_singleton ( ) - > buffer_update ( filter . coefficient_buffer , 0 , sizeof ( high_quality_coeffs ) , & high_quality_coeffs [ 0 ] ) ;
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} else {
filter . coefficient_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( low_quality_coeffs ) ) ;
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RD : : get_singleton ( ) - > buffer_update ( filter . coefficient_buffer , 0 , sizeof ( low_quality_coeffs ) , & low_quality_coeffs [ 0 ] ) ;
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}
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 0 ;
u . ids . push_back ( filter . coefficient_buffer ) ;
uniforms . push_back ( u ) ;
}
filter . uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , filter . shader . version_get_shader ( filter . shader_version , filter . use_high_quality ? 0 : 1 ) , 1 ) ;
}
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{
Vector < String > specular_modes ;
specular_modes . push_back ( " \n #define MODE_MERGE \n " ) ;
specular_modes . push_back ( " \n #define MODE_MERGE \n #define MODE_SSR \n " ) ;
specular_modes . push_back ( " \n " ) ;
specular_modes . push_back ( " \n #define MODE_SSR \n " ) ;
specular_merge . shader . initialize ( specular_modes ) ;
specular_merge . shader_version = specular_merge . shader . version_create ( ) ;
//use additive
RD : : PipelineColorBlendState : : Attachment ba ;
ba . enable_blend = true ;
ba . src_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
ba . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
ba . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
ba . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
ba . color_blend_op = RD : : BLEND_OP_ADD ;
ba . alpha_blend_op = RD : : BLEND_OP_ADD ;
RD : : PipelineColorBlendState blend_additive ;
blend_additive . attachments . push_back ( ba ) ;
for ( int i = 0 ; i < SPECULAR_MERGE_MAX ; i + + ) {
RD : : PipelineColorBlendState blend_state ;
if ( i = = SPECULAR_MERGE_ADDITIVE_ADD | | i = = SPECULAR_MERGE_ADDITIVE_SSR ) {
blend_state = blend_additive ;
} else {
blend_state = RD : : PipelineColorBlendState : : create_disabled ( ) ;
}
specular_merge . pipelines [ i ] . setup ( specular_merge . shader . version_get_shader ( specular_merge . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , blend_state , 0 ) ;
}
}
{
Vector < String > ssr_modes ;
ssr_modes . push_back ( " \n " ) ;
ssr_modes . push_back ( " \n #define MODE_ROUGH \n " ) ;
ssr . shader . initialize ( ssr_modes ) ;
ssr . shader_version = ssr . shader . version_create ( ) ;
for ( int i = 0 ; i < SCREEN_SPACE_REFLECTION_MAX ; i + + ) {
ssr . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssr . shader . version_get_shader ( ssr . shader_version , i ) ) ;
}
}
{
Vector < String > ssr_filter_modes ;
ssr_filter_modes . push_back ( " \n " ) ;
ssr_filter_modes . push_back ( " \n #define VERTICAL_PASS \n " ) ;
ssr_filter . shader . initialize ( ssr_filter_modes ) ;
ssr_filter . shader_version = ssr_filter . shader . version_create ( ) ;
for ( int i = 0 ; i < SCREEN_SPACE_REFLECTION_FILTER_MAX ; i + + ) {
ssr_filter . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssr_filter . shader . version_get_shader ( ssr_filter . shader_version , i ) ) ;
}
}
{
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 ( ) ;
ssr_scale . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( ssr_scale . shader . version_get_shader ( ssr_scale . shader_version , 0 ) ) ;
}
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{
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 ) ) ;
}
}
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{
Vector < String > resolve_modes ;
resolve_modes . push_back ( " \n #define MODE_RESOLVE_GI \n " ) ;
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resolve_modes . push_back ( " \n #define MODE_RESOLVE_GI \n #define VOXEL_GI_RESOLVE \n " ) ;
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resolve . shader . initialize ( resolve_modes ) ;
resolve . shader_version = resolve . shader . version_create ( ) ;
for ( int i = 0 ; i < RESOLVE_MODE_MAX ; i + + ) {
resolve . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( resolve . shader . version_get_shader ( resolve . shader_version , i ) ) ;
}
}
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{
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 ) ) ;
}
}
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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 ) ;
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RD : : get_singleton ( ) - > set_resource_name ( default_sampler , " Default Linear Sampler " ) ;
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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 ) ;
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RD : : get_singleton ( ) - > set_resource_name ( default_mipmap_sampler , " Default MipMap Sampler " ) ;
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{ //create index array for copy shaders
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Vector < uint8_t > pv ;
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pv . resize ( 6 * 4 ) ;
{
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uint8_t * w = pv . ptrw ( ) ;
int * p32 = ( int * ) w ;
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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 ) ;
}
}
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EffectsRD : : ~ EffectsRD ( ) {
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . image_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( filter . image_uniform_set ) ;
}
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . uniform_set ) ) {
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RD : : get_singleton ( ) - > free ( filter . uniform_set ) ;
}
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RD : : get_singleton ( ) - > free ( default_sampler ) ;
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RD : : get_singleton ( ) - > free ( default_mipmap_sampler ) ;
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RD : : get_singleton ( ) - > free ( index_buffer ) ; //array gets freed as dependency
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RD : : get_singleton ( ) - > free ( filter . coefficient_buffer ) ;
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RD : : get_singleton ( ) - > free ( ssao . mirror_sampler ) ;
RD : : get_singleton ( ) - > free ( ssao . gather_constants_buffer ) ;
RD : : get_singleton ( ) - > free ( ssao . importance_map_load_counter ) ;
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bokeh . shader . version_free ( bokeh . shader_version ) ;
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copy . shader . version_free ( copy . shader_version ) ;
copy_to_fb . shader . version_free ( copy_to_fb . shader_version ) ;
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cube_to_dp . shader . version_free ( cube_to_dp . shader_version ) ;
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cubemap_downsampler . shader . version_free ( cubemap_downsampler . shader_version ) ;
filter . shader . version_free ( filter . shader_version ) ;
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luminance_reduce . shader . version_free ( luminance_reduce . shader_version ) ;
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resolve . shader . version_free ( resolve . shader_version ) ;
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roughness . shader . version_free ( roughness . shader_version ) ;
roughness_limiter . shader . version_free ( roughness_limiter . shader_version ) ;
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sort . shader . version_free ( sort . shader_version ) ;
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specular_merge . shader . version_free ( specular_merge . shader_version ) ;
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ssao . blur_shader . version_free ( ssao . blur_shader_version ) ;
ssao . gather_shader . version_free ( ssao . gather_shader_version ) ;
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ssao . downsample_shader . version_free ( ssao . downsample_shader_version ) ;
ssao . interleave_shader . version_free ( ssao . interleave_shader_version ) ;
ssao . importance_map_shader . version_free ( ssao . importance_map_shader_version ) ;
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ssr . shader . version_free ( ssr . shader_version ) ;
ssr_filter . shader . version_free ( ssr_filter . shader_version ) ;
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ssr_scale . shader . version_free ( ssr_scale . shader_version ) ;
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sss . shader . version_free ( sss . shader_version ) ;
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tonemap . shader . version_free ( tonemap . shader_version ) ;
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}