Path: blob/master/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
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/**************************************************************************/1/* renderer_compositor_rd.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 "renderer_compositor_rd.h"3132#include "core/config/project_settings.h"33#include "core/io/dir_access.h"3435#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"36#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"3738void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {39Error err = RD::get_singleton()->screen_prepare_for_drawing(p_screen);40if (err != OK) {41// Window is minimized and does not have valid swapchain, skip drawing without printing errors.42return;43}4445RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);46ERR_FAIL_COND(draw_list == RD::INVALID_ID);4748for (int i = 0; i < p_amount; i++) {49RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target);50ERR_CONTINUE(rd_texture.is_null());5152HashMap<RID, RID>::Iterator it = render_target_descriptors.find(rd_texture);53if (it == render_target_descriptors.end() || !RD::get_singleton()->uniform_set_is_valid(it->value)) {54Vector<RD::Uniform> uniforms;55RD::Uniform u;56u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;57u.binding = 0;58u.append_id(blit.sampler);59u.append_id(rd_texture);60uniforms.push_back(u);61RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);6263it = render_target_descriptors.insert(rd_texture, uniform_set);64}6566Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));67BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);68RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);69RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);70RD::get_singleton()->draw_list_bind_uniform_set(draw_list, it->value, 0);7172// We need to invert the phone rotation.73const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);74float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);7576blit.push_constant.rotation_cos = Math::cos(screen_rotation);77blit.push_constant.rotation_sin = Math::sin(screen_rotation);78// Swap width and height when the orientation is not the native one.79if (screen_rotation_degrees % 180 != 0) {80SWAP(screen_size.width, screen_size.height);81}82blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;83blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;84blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;85blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;86blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;87blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;88blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;89blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;90blit.push_constant.layer = p_render_targets[i].multi_view.layer;91blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;92blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;93blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;94blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;95blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;96blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;97blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);98blit.push_constant.use_debanding = texture_storage->render_target_is_using_debanding(p_render_targets[i].render_target);99100RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));101RD::get_singleton()->draw_list_draw(draw_list, true);102}103104RD::get_singleton()->draw_list_end();105}106107void RendererCompositorRD::begin_frame(double frame_step) {108frame++;109delta = frame_step;110time += frame_step;111112double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");113time = Math::fmod(time, time_roll_over);114115canvas->set_time(time);116scene->set_time(time, frame_step);117}118119void RendererCompositorRD::end_frame(bool p_present) {120RD::get_singleton()->swap_buffers(p_present);121}122123void RendererCompositorRD::initialize() {124{125// Initialize blit126Vector<String> blit_modes;127blit_modes.push_back("\n");128blit_modes.push_back("\n#define USE_LAYER\n");129blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");130blit_modes.push_back("\n");131132blit.shader.initialize(blit_modes);133134blit.shader_version = blit.shader.version_create();135136for (int i = 0; i < BLIT_MODE_MAX; i++) {137blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(DisplayServer::MAIN_WINDOW_ID), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);138139// Unload shader modules to save memory.140RD::get_singleton()->shader_destroy_modules(blit.shader.version_get_shader(blit.shader_version, i));141}142143//create index array for copy shader144Vector<uint8_t> pv;145pv.resize(6 * 2);146{147uint8_t *w = pv.ptrw();148uint16_t *p16 = (uint16_t *)w;149p16[0] = 0;150p16[1] = 1;151p16[2] = 2;152p16[3] = 0;153p16[4] = 2;154p16[5] = 3;155}156blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);157blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);158159blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());160}161}162163uint64_t RendererCompositorRD::frame = 1;164165void RendererCompositorRD::finalize() {166memdelete(scene);167memdelete(canvas);168memdelete(fog);169memdelete(particles_storage);170memdelete(light_storage);171memdelete(mesh_storage);172memdelete(material_storage);173memdelete(texture_storage);174memdelete(utilities);175176//only need to erase these, the rest are erased by cascade177blit.shader.version_free(blit.shader_version);178RD::get_singleton()->free_rid(blit.index_buffer);179RD::get_singleton()->free_rid(blit.sampler);180}181182void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {183if (p_image.is_null() || p_image->is_empty()) {184return;185}186187Error err = RD::get_singleton()->screen_prepare_for_drawing(DisplayServer::MAIN_WINDOW_ID);188if (err != OK) {189// Window is minimized and does not have valid swapchain, skip drawing without printing errors.190return;191}192193RID texture = texture_storage->texture_allocate();194texture_storage->texture_2d_initialize(texture, p_image);195RID rd_texture = texture_storage->texture_get_rd_texture(texture, false);196197RD::SamplerState sampler_state;198sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;199sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;200sampler_state.max_lod = 0;201RID sampler = RD::get_singleton()->sampler_create(sampler_state);202203RID uset;204{205Vector<RD::Uniform> uniforms;206RD::Uniform u;207u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;208u.binding = 0;209u.append_id(sampler);210u.append_id(rd_texture);211uniforms.push_back(u);212uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);213}214215Size2 window_size = DisplayServer::get_singleton()->window_get_size();216217Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());218Rect2 screenrect;219if (p_scale) {220screenrect = OS::get_singleton()->calculate_boot_screen_rect(window_size, imgrect.size);221} else {222screenrect = imgrect;223screenrect.position += ((window_size - screenrect.size) / 2.0).floor();224}225226screenrect.position /= window_size;227screenrect.size /= window_size;228229RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);230231RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);232RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);233RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);234235const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);236float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);237blit.push_constant.rotation_cos = Math::cos(screen_rotation);238blit.push_constant.rotation_sin = Math::sin(screen_rotation);239blit.push_constant.src_rect[0] = 0.0;240blit.push_constant.src_rect[1] = 0.0;241blit.push_constant.src_rect[2] = 1.0;242blit.push_constant.src_rect[3] = 1.0;243blit.push_constant.dst_rect[0] = screenrect.position.x;244blit.push_constant.dst_rect[1] = screenrect.position.y;245blit.push_constant.dst_rect[2] = screenrect.size.width;246blit.push_constant.dst_rect[3] = screenrect.size.height;247blit.push_constant.layer = 0;248blit.push_constant.eye_center[0] = 0;249blit.push_constant.eye_center[1] = 0;250blit.push_constant.k1 = 0;251blit.push_constant.k2 = 0;252blit.push_constant.upscale = 1.0;253blit.push_constant.aspect_ratio = 1.0;254blit.push_constant.convert_to_srgb = false;255blit.push_constant.use_debanding = false;256257RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));258RD::get_singleton()->draw_list_draw(draw_list, true);259260RD::get_singleton()->draw_list_end();261262RD::get_singleton()->swap_buffers(true);263264texture_storage->texture_free(texture);265RD::get_singleton()->free_rid(sampler);266}267268RendererCompositorRD *RendererCompositorRD::singleton = nullptr;269270RendererCompositorRD::RendererCompositorRD() {271uniform_set_cache = memnew(UniformSetCacheRD);272framebuffer_cache = memnew(FramebufferCacheRD);273274bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");275bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");276bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");277bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");278ShaderRD::set_shader_cache_save_compressed(compress);279ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);280ShaderRD::set_shader_cache_save_debug(!strip_debug);281282// Shader cache is forcefully enabled when running the editor.283if (shader_cache_enabled || Engine::get_singleton()->is_editor_hint()) {284// Attempt to create a folder for the shader cache that the user can write to. Shaders will only be attempted to be saved if this path exists.285String shader_cache_user_dir = Engine::get_singleton()->get_shader_cache_path();286if (shader_cache_user_dir.is_empty()) {287shader_cache_user_dir = "user://";288}289290Ref<DirAccess> user_da = DirAccess::open(shader_cache_user_dir);291if (user_da.is_null()) {292ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);293} else {294Error err = user_da->change_dir("shader_cache");295if (err != OK) {296err = user_da->make_dir("shader_cache");297}298299if (err != OK) {300ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);301} else {302shader_cache_user_dir = shader_cache_user_dir.path_join("shader_cache");303ShaderRD::set_shader_cache_user_dir(shader_cache_user_dir);304}305}306307// Check if a directory exists for the shader cache to pull shaders from as read-only. This is used on exported projects with baked shaders.308String shader_cache_res_dir = "res://.godot/shader_cache";309Ref<DirAccess> res_da = DirAccess::open(shader_cache_res_dir);310if (res_da.is_valid()) {311ShaderRD::set_shader_cache_res_dir(shader_cache_res_dir);312}313}314315ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCompositorRD singleton already exists.");316singleton = this;317318utilities = memnew(RendererRD::Utilities);319texture_storage = memnew(RendererRD::TextureStorage);320material_storage = memnew(RendererRD::MaterialStorage);321mesh_storage = memnew(RendererRD::MeshStorage);322light_storage = memnew(RendererRD::LightStorage);323particles_storage = memnew(RendererRD::ParticlesStorage);324fog = memnew(RendererRD::Fog);325canvas = memnew(RendererCanvasRenderRD());326327String rendering_method = OS::get_singleton()->get_current_rendering_method();328uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);329330if (rendering_method == "mobile" || textures_per_stage < 48) {331if (rendering_method == "forward_plus") {332WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");333}334scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());335} else if (rendering_method == "forward_plus") {336scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());337} else {338// Fall back to our high end renderer.339ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));340scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());341}342343scene->init();344}345346RendererCompositorRD::~RendererCompositorRD() {347singleton = nullptr;348memdelete(uniform_set_cache);349memdelete(framebuffer_cache);350ShaderRD::set_shader_cache_user_dir(String());351ShaderRD::set_shader_cache_res_dir(String());352}353354355