#include "rasterizer_rd.h" void RasterizerRD::blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen); for (int i = 0; i < p_amount; i++) { RID texture = storage->render_target_get_texture(p_render_targets[i].render_target); ERR_CONTINUE(texture.is_null()); RID rd_texture = storage->texture_get_rd_texture(texture); ERR_CONTINUE(rd_texture.is_null()); if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(copy_viewports_sampler); u.ids.push_back(rd_texture); RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0); render_target_descriptors[rd_texture] = uniform_set; } Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen)); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline); RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0); float push_constant[4] = { p_render_targets[i].rect.position.x / screen_size.width, p_render_targets[i].rect.position.y / screen_size.height, p_render_targets[i].rect.size.width / screen_size.width, p_render_targets[i].rect.size.height / screen_size.height, }; RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float)); RD::get_singleton()->draw_list_draw(draw_list, true); } } void RasterizerRD::begin_frame(double frame_step) { } void RasterizerRD::end_frame(bool p_swap_buffers) { RD::get_singleton()->finalize_frame(); #warning not swapping buffers likely not an option for now, find another way OS::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display? RD::get_singleton()->advance_frame(); //advance frame here, so any new call happens on new frame } void RasterizerRD::initialize() { storage = memnew(RasterizerStorageRD); canvas = memnew(RasterizerCanvasRD(storage)); scene = memnew(RasterizerSceneForwardRD); { //create framebuffer copy shader RenderingDevice::ShaderStageSource vert; vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX; vert.shader_source = "#version 450\n" "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n" "layout(location =0) out vec2 uv;\n" "void main() { \n" " vec2 base_arr[4] = float[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n" " uv = base_arr[gl_VertexIndex];\n" " gl_Position = vec4(dst_rect.xy,uv*dst_rect.zw);\n" "}\n"; RenderingDevice::ShaderStageSource frag; frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT; frag.shader_source = "#version 450\n" "layout (location = 0) in vec2 uv;\n" "layout (location = 0) out vec4 color;\n" "layout (binding = 0) uniform sampler2D src_rt;\n" "void main() { color=texture(src_rt,uv); }\n"; Vector source; source.push_back(vert); source.push_back(frag); String error; copy_viewports_rd_shader = RD::get_singleton()->shader_create_from_source(source, &error); if (!copy_viewports_rd_shader.is_valid()) { print_line("failed compilation: " + error); } else { print_line("compilation success"); } } { //create index array for copy shader PoolVector pv; pv.resize(6 * 4); { PoolVector::Write w = pv.write(); int *p32 = (int *)w.ptr(); p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6); } { //pipeline copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0); } { // sampler copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState()); } } void RasterizerRD::finalize() { memdelete(scene); memdelete(canvas); memdelete(storage); //only need to erase these, the rest are erased by cascade RD::get_singleton()->free(copy_viewports_rd_index_buffer); RD::get_singleton()->free(copy_viewports_rd_shader); RD::get_singleton()->free(copy_viewports_sampler); } RasterizerRD::RasterizerRD() { }