Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/resolve.cpp
11356 views
1
/**************************************************************************/
2
/* resolve.cpp */
3
/**************************************************************************/
4
/* This file is part of: */
5
/* GODOT ENGINE */
6
/* https://godotengine.org */
7
/**************************************************************************/
8
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
/* */
11
/* Permission is hereby granted, free of charge, to any person obtaining */
12
/* a copy of this software and associated documentation files (the */
13
/* "Software"), to deal in the Software without restriction, including */
14
/* without limitation the rights to use, copy, modify, merge, publish, */
15
/* distribute, sublicense, and/or sell copies of the Software, and to */
16
/* permit persons to whom the Software is furnished to do so, subject to */
17
/* the following conditions: */
18
/* */
19
/* The above copyright notice and this permission notice shall be */
20
/* included in all copies or substantial portions of the Software. */
21
/* */
22
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
/**************************************************************************/
30
31
#include "resolve.h"
32
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
33
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
34
35
using namespace RendererRD;
36
37
Resolve::Resolve(bool p_prefer_raster_effects) {
38
prefer_raster_effects = p_prefer_raster_effects;
39
40
if (prefer_raster_effects) {
41
Vector<String> resolve_modes;
42
resolve_modes.push_back("");
43
44
resolve_raster.shader.initialize(resolve_modes);
45
resolve_raster.shader_version = resolve_raster.shader.version_create();
46
resolve_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);
47
} else {
48
Vector<String> resolve_modes;
49
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
50
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
51
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
52
53
resolve.shader.initialize(resolve_modes);
54
55
resolve.shader_version = resolve.shader.version_create();
56
57
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
58
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
59
}
60
}
61
}
62
63
Resolve::~Resolve() {
64
if (prefer_raster_effects) {
65
resolve_raster.shader.version_free(resolve_raster.shader_version);
66
} else {
67
resolve.shader.version_free(resolve.shader_version);
68
}
69
}
70
71
void 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) {
72
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
73
74
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
75
ERR_FAIL_NULL(uniform_set_cache);
76
MaterialStorage *material_storage = MaterialStorage::get_singleton();
77
ERR_FAIL_NULL(material_storage);
78
79
ResolvePushConstant push_constant;
80
push_constant.screen_size[0] = p_screen_size.x;
81
push_constant.screen_size[1] = p_screen_size.y;
82
push_constant.samples = p_samples;
83
84
// setup our uniforms
85
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
86
87
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
88
RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
89
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
90
RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
91
92
ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
93
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
94
ERR_FAIL_COND(shader.is_null());
95
96
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
97
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
98
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
99
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
100
if (p_source_voxel_gi.is_valid()) {
101
RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
102
RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
103
104
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
105
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
106
}
107
108
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
109
110
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
111
112
RD::get_singleton()->compute_list_end();
113
}
114
115
void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
116
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
117
118
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
119
ERR_FAIL_NULL(uniform_set_cache);
120
MaterialStorage *material_storage = MaterialStorage::get_singleton();
121
ERR_FAIL_NULL(material_storage);
122
123
ResolvePushConstant push_constant;
124
push_constant.screen_size[0] = p_screen_size.x;
125
push_constant.screen_size[1] = p_screen_size.y;
126
push_constant.samples = p_samples;
127
128
// setup our uniforms
129
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
130
131
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
132
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
133
134
ResolveMode mode = RESOLVE_MODE_DEPTH;
135
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
136
ERR_FAIL_COND(shader.is_null());
137
138
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
139
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
140
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
141
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
142
143
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
144
145
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
146
147
RD::get_singleton()->compute_list_end();
148
}
149
150
void Resolve::resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples) {
151
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
152
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
153
154
memset(&resolve_raster.push_constant, 0, sizeof(ResolvePushConstant));
155
resolve_raster.push_constant.samples = p_samples;
156
157
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
158
159
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
160
161
RID shader = resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0);
162
ERR_FAIL_COND(shader.is_null());
163
164
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
165
RD::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)));
166
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
167
168
RD::get_singleton()->draw_list_set_push_constant(draw_list, &resolve_raster.push_constant, sizeof(ResolvePushConstant));
169
170
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
171
RD::get_singleton()->draw_list_end();
172
}
173
174