From df8ff797b7bf5640460c72da66608e63903e4793 Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Mon, 11 Mar 2024 14:40:00 +1100 Subject: [PATCH] Consistantly use USE_MULTIVIEW as the define in shaders --- .../renderer_rd/effects/copy_effects.cpp | 4 +-- .../renderer_rd/effects/tone_mapper.cpp | 16 ++++----- servers/rendering/renderer_rd/effects/vrs.cpp | 2 +- .../shaders/effects/copy_to_fb.glsl | 28 +++++++-------- .../renderer_rd/shaders/effects/tonemap.glsl | 34 +++++++++---------- .../renderer_rd/shaders/effects/vrs.glsl | 26 +++++++------- 6 files changed, 55 insertions(+), 55 deletions(-) diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index fd6409d6bf1..abbe04b5b21 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -107,8 +107,8 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) { copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); // COPY_TO_FB_COPY_PANORAMA_TO_DP copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2 copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR - copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW - copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH + copy_modes.push_back("\n#define USE_MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW + copy_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH copy_to_fb.shader.initialize(copy_modes); diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp index ee0b6adb4d6..e943071f0e4 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp +++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp @@ -47,12 +47,12 @@ ToneMapper::ToneMapper() { tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n"); // 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"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n#define SUBPASS\n"); + tonemap_modes.push_back("\n#define USE_MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n"); tonemap.shader.initialize(tonemap_modes); @@ -130,7 +130,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton tonemap.push_constant.flags |= p_settings.convert_to_srgb ? TONEMAP_FLAG_CONVERT_TO_SRGB : 0; if (p_settings.view_count > 1) { - // Use MULTIVIEW versions + // Use USE_MULTIVIEW versions mode += 6; } @@ -196,7 +196,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS; if (p_settings.view_count > 1) { - // Use MULTIVIEW versions + // Use USE_MULTIVIEW versions mode += 6; } diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 41a6b2d6221..ce1ac2e929e 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -40,7 +40,7 @@ VRS::VRS() { { Vector vrs_modes; vrs_modes.push_back("\n"); // VRS_DEFAULT - vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW + vrs_modes.push_back("\n#define USE_MULTIVIEW\n"); // VRS_MULTIVIEW vrs_shader.shader.initialize(vrs_modes); diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 1b065a8dd3b..7192e596eb5 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -4,14 +4,14 @@ #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview -#endif //MULTIVIEW +#endif //USE_MULTIVIEW #define FLAG_FLIP_Y (1 << 0) #define FLAG_USE_SECTION (1 << 1) @@ -22,7 +22,7 @@ #define FLAG_LINEAR (1 << 6) #define FLAG_NORMAL (1 << 7) -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(location = 0) out vec3 uv_interp; #else layout(location = 0) out vec2 uv_interp; @@ -41,7 +41,7 @@ params; void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp.xy = base_arr[gl_VertexIndex]; -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW uv_interp.z = ViewIndex; #endif vec2 vpos = uv_interp.xy; @@ -62,14 +62,14 @@ void main() { #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview -#endif //MULTIVIEW +#endif //USE_MULTIVIEW #define FLAG_FLIP_Y (1 << 0) #define FLAG_USE_SECTION (1 << 1) @@ -91,24 +91,24 @@ layout(push_constant, std430) uniform Params { params; #ifndef MODE_SET_COLOR -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(location = 0) in vec3 uv_interp; #else layout(location = 0) in vec2 uv_interp; #endif -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(set = 0, binding = 0) uniform sampler2DArray source_color; #ifdef MODE_TWO_SOURCES layout(set = 1, binding = 0) uniform sampler2DArray source_depth; layout(location = 1) out float depth; #endif /* MODE_TWO_SOURCES */ -#else /* MULTIVIEW */ +#else /* USE_MULTIVIEW */ layout(set = 0, binding = 0) uniform sampler2D source_color; #ifdef MODE_TWO_SOURCES layout(set = 1, binding = 0) uniform sampler2D source_color2; #endif /* MODE_TWO_SOURCES */ -#endif /* MULTIVIEW */ +#endif /* USE_MULTIVIEW */ #endif /* !SET_COLOR */ layout(location = 0) out vec4 frag_color; @@ -129,7 +129,7 @@ void main() { frag_color = params.color; #else -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec3 uv = uv_interp; #else vec2 uv = uv_interp; @@ -165,19 +165,19 @@ void main() { } #endif /* MODE_PANORAMA_TO_DP */ -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec4 color = textureLod(source_color, uv, 0.0); #ifdef MODE_TWO_SOURCES // In multiview our 2nd input will be our depth map depth = textureLod(source_depth, uv, 0.0).r; #endif /* MODE_TWO_SOURCES */ -#else /* MULTIVIEW */ +#else /* USE_MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); #ifdef MODE_TWO_SOURCES color += textureLod(source_color2, uv, 0.0); #endif /* MODE_TWO_SOURCES */ -#endif /* MULTIVIEW */ +#endif /* USE_MULTIVIEW */ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) { color.rgb = vec3(max(max(color.r, color.g), color.b)); diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 33ec9911074..38eec2b61ac 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -4,7 +4,7 @@ #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #endif @@ -24,27 +24,27 @@ void main() { #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview -#endif //MULTIVIEW +#endif //USE_MULTIVIEW layout(location = 0) in vec2 uv_interp; #ifdef SUBPASS layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color; -#elif defined(MULTIVIEW) +#elif defined(USE_MULTIVIEW) layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else layout(set = 0, binding = 0) uniform sampler2D source_color; #endif layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(set = 2, binding = 0) uniform sampler2DArray source_glow; #else layout(set = 2, binding = 0) uniform sampler2D source_glow; @@ -125,7 +125,7 @@ float h1(float a) { return 1.0f + w3(a) / (w2(a) + w3(a)); } -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(params.glow_texture_size >> p_lod); @@ -153,7 +153,7 @@ vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) { } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) -#else // MULTIVIEW +#else // USE_MULTIVIEW vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float lod = float(p_lod); @@ -182,15 +182,15 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) -#endif // !MULTIVIEW +#endif // !USE_MULTIVIEW #else // USE_GLOW_FILTER_BICUBIC -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod)) -#else // MULTIVIEW +#else // USE_MULTIVIEW #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) -#endif // !MULTIVIEW +#endif // !USE_MULTIVIEW #endif // !USE_GLOW_FILTER_BICUBIC @@ -273,11 +273,11 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o } } -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later #else vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels -#endif // defined(MULTIVIEW) +#endif // defined(USE_MULTIVIEW) vec3 glow = vec3(0.0f); if (params.glow_levels[0] > 0.0001) { @@ -364,7 +364,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float FXAA_REDUCE_MUL = (1.0 / 8.0); const float FXAA_SPAN_MAX = 8.0; -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; @@ -399,7 +399,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { dir * rcpDirMin)) * params.pixel_size; -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier; vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier; #else @@ -430,9 +430,9 @@ vec3 screen_space_dither(vec2 frag_coord) { void main() { #ifdef SUBPASS - // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer + // SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer vec4 color = subpassLoad(input_color); -#elif defined(MULTIVIEW) +#elif defined(USE_MULTIVIEW) vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f); #else vec4 color = textureLod(source_color, uv_interp, 0.0f); diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl index d3d39a8b923..23b0373eefe 100644 --- a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl @@ -4,16 +4,16 @@ #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview -#endif //MULTIVIEW +#endif //USE_MULTIVIEW -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(location = 0) out vec3 uv_interp; #else layout(location = 0) out vec2 uv_interp; @@ -23,7 +23,7 @@ void main() { vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW uv_interp.z = ViewIndex; #endif } @@ -34,36 +34,36 @@ void main() { #VERSION_DEFINES -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview -#endif //MULTIVIEW +#endif //USE_MULTIVIEW -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW layout(location = 0) in vec3 uv_interp; layout(set = 0, binding = 0) uniform sampler2DArray source_color; -#else /* MULTIVIEW */ +#else /* USE_MULTIVIEW */ layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D source_color; -#endif /* MULTIVIEW */ +#endif /* USE_MULTIVIEW */ layout(location = 0) out uint frag_color; void main() { -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec3 uv = uv_interp; #else vec2 uv = uv_interp; #endif -#ifdef MULTIVIEW +#ifdef USE_MULTIVIEW vec4 color = textureLod(source_color, uv, 0.0); frag_color = uint(color.r * 255.0); -#else /* MULTIVIEW */ +#else /* USE_MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); // for user supplied VRS map we do a color mapping @@ -75,5 +75,5 @@ void main() { // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported // 4x8, 8x4 and 8x8 are only available on some GPUs -#endif /* MULTIVIEW */ +#endif /* USE_MULTIVIEW */ }