c7255388e1
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
152 lines
6.0 KiB
C++
152 lines
6.0 KiB
C++
/*************************************************************************/
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/* renderer_compositor_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERER_COMPOSITOR_RD_H
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#define RENDERER_COMPOSITOR_RD_H
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#include "core/os/os.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/effects_rd.h"
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#include "servers/rendering/renderer_rd/environment/fog.h"
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#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
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#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
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#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
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#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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class RendererCompositorRD : public RendererCompositor {
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protected:
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UniformSetCacheRD *uniform_set_cache = nullptr;
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RendererCanvasRenderRD *canvas = nullptr;
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RendererRD::Utilities *utilities = nullptr;
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RendererRD::LightStorage *light_storage = nullptr;
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RendererRD::MaterialStorage *material_storage = nullptr;
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RendererRD::MeshStorage *mesh_storage = nullptr;
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RendererRD::ParticlesStorage *particles_storage = nullptr;
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RendererRD::TextureStorage *texture_storage = nullptr;
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RendererRD::Fog *fog = nullptr;
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EffectsRD *effects = nullptr;
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RendererSceneRenderRD *scene = nullptr;
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enum BlitMode {
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BLIT_MODE_NORMAL,
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BLIT_MODE_USE_LAYER,
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BLIT_MODE_LENS,
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BLIT_MODE_NORMAL_ALPHA,
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BLIT_MODE_MAX
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};
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struct BlitPushConstant {
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float src_rect[4];
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float dst_rect[4];
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float eye_center[2];
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint32_t layer;
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uint32_t pad1;
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};
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struct Blit {
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BlitPushConstant push_constant;
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BlitShaderRD shader;
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RID shader_version;
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RID pipelines[BLIT_MODE_MAX];
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RID index_buffer;
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RID array;
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RID sampler;
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} blit;
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HashMap<RID, RID> render_target_descriptors;
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double time = 0.0;
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double delta = 0.0;
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static uint64_t frame;
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public:
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RendererUtilities *get_utilities() { return utilities; };
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RendererLightStorage *get_light_storage() { return light_storage; }
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RendererMaterialStorage *get_material_storage() { return material_storage; }
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RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
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RendererParticlesStorage *get_particles_storage() { return particles_storage; }
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RendererTextureStorage *get_texture_storage() { return texture_storage; }
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RendererGI *get_gi() {
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ERR_FAIL_NULL_V(scene, nullptr);
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return scene->get_gi();
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}
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RendererFog *get_fog() { return fog; }
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EffectsRD *get_effects() { return effects; }
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RendererCanvasRender *get_canvas() { return canvas; }
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RendererSceneRender *get_scene() { return scene; }
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void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
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void initialize();
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void begin_frame(double frame_step);
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void prepare_for_blitting_render_targets();
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void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
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void end_frame(bool p_swap_buffers);
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void finalize();
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_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
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_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
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_ALWAYS_INLINE_ double get_total_time() const { return time; }
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static Error is_viable() {
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return OK;
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}
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static RendererCompositor *_create_current() {
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return memnew(RendererCompositorRD);
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}
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static void make_current() {
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_create_func = _create_current;
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low_end = false;
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}
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static RendererCompositorRD *singleton;
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RendererCompositorRD();
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~RendererCompositorRD();
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};
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#endif // RENDERER_COMPOSITOR_RD_H
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