Path: blob/master/servers/rendering/renderer_rd/effects/resolve.cpp
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/**************************************************************************/1/* resolve.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "resolve.h"31#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"32#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"3334using namespace RendererRD;3536Resolve::Resolve(bool p_prefer_raster_effects) {37prefer_raster_effects = p_prefer_raster_effects;3839if (prefer_raster_effects) {40Vector<String> resolve_modes;41resolve_modes.push_back("");4243resolve_raster.shader.initialize(resolve_modes);44resolve_raster.shader_version = resolve_raster.shader.version_create();45resolve_raster.pipeline.setup(resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);46} else {47Vector<String> resolve_modes;48resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");49resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");50resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");5152resolve.shader.initialize(resolve_modes);5354resolve.shader_version = resolve.shader.version_create();5556for (int i = 0; i < RESOLVE_MODE_MAX; i++) {57resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));58}59}60}6162Resolve::~Resolve() {63if (prefer_raster_effects) {64resolve_raster.shader.version_free(resolve_raster.shader_version);65} else {66resolve.shader.version_free(resolve.shader_version);67}68}6970void Resolve::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) {71ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");7273UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();74ERR_FAIL_NULL(uniform_set_cache);75MaterialStorage *material_storage = MaterialStorage::get_singleton();76ERR_FAIL_NULL(material_storage);7778ResolvePushConstant push_constant;79push_constant.screen_size[0] = p_screen_size.x;80push_constant.screen_size[1] = p_screen_size.y;81push_constant.samples = p_samples;8283// setup our uniforms84RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);8586RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));87RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));88RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));89RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));9091ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;92RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);93ERR_FAIL_COND(shader.is_null());9495RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();96RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);97RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);98RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);99if (p_source_voxel_gi.is_valid()) {100RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));101RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);102103RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);104RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);105}106107RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));108109RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);110111RD::get_singleton()->compute_list_end();112}113114void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {115ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");116117UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();118ERR_FAIL_NULL(uniform_set_cache);119MaterialStorage *material_storage = MaterialStorage::get_singleton();120ERR_FAIL_NULL(material_storage);121122ResolvePushConstant push_constant;123push_constant.screen_size[0] = p_screen_size.x;124push_constant.screen_size[1] = p_screen_size.y;125push_constant.samples = p_samples;126127// setup our uniforms128RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);129130RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));131RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);132133ResolveMode mode = RESOLVE_MODE_DEPTH;134RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);135ERR_FAIL_COND(shader.is_null());136137RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();138RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);139RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);140RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);141142RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));143144RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);145146RD::get_singleton()->compute_list_end();147}148149void Resolve::resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples) {150RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();151UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();152153memset(&resolve_raster.push_constant, 0, sizeof(ResolvePushConstant));154resolve_raster.push_constant.samples = p_samples;155156RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);157158RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));159160RID shader = resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0);161ERR_FAIL_COND(shader.is_null());162163RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);164RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, resolve_raster.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));165RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);166167RD::get_singleton()->draw_list_set_push_constant(draw_list, &resolve_raster.push_constant, sizeof(ResolvePushConstant));168169RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);170RD::get_singleton()->draw_list_end();171}172173174