Path: blob/master/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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/**************************************************************************/1/* renderer_scene_render_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_scene_render_rd.h"3132#include "core/config/project_settings.h"33#include "core/io/image.h"34#include "renderer_compositor_rd.h"35#include "servers/rendering/renderer_rd/environment/fog.h"36#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"37#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"38#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"39#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"40#include "servers/rendering/rendering_server_default.h"41#include "servers/rendering/shader_include_db.h"42#include "servers/rendering/storage/camera_attributes_storage.h"4344void get_vogel_disk(float *r_kernel, int p_sample_count) {45const float golden_angle = 2.4;4647for (int i = 0; i < p_sample_count; i++) {48float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));49float theta = float(i) * golden_angle;5051r_kernel[i * 4] = Math::cos(theta) * r;52r_kernel[i * 4 + 1] = Math::sin(theta) * r;53}54}5556RID RendererSceneRenderRD::sky_allocate() {57return sky.allocate_sky_rid();58}59void RendererSceneRenderRD::sky_initialize(RID p_rid) {60sky.initialize_sky_rid(p_rid);61}6263void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {64sky.sky_set_radiance_size(p_sky, p_radiance_size);65}6667void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {68sky.sky_set_mode(p_sky, p_mode);69}7071void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {72sky.sky_set_material(p_sky, p_material);73}7475Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {76return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);77}7879void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {80glow_bicubic_upscale = p_enable;81}8283void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {84volumetric_fog_size = p_size;85volumetric_fog_depth = p_depth;86}8788void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {89volumetric_fog_filter_active = p_enable;90}9192void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {93gi.sdfgi_ray_count = p_ray_count;94}9596void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {97gi.sdfgi_frames_to_converge = p_frames;98}99void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {100gi.sdfgi_frames_to_update_light = p_update;101}102103Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {104ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());105106RS::EnvironmentBG environment_background = environment_get_background(p_env);107108if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {109return Ref<Image>(); //nothing to bake110}111112RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);113114bool use_ambient_light = false;115bool use_octmap = false;116if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {117use_ambient_light = true;118} else {119use_octmap = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;120use_ambient_light = use_octmap || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;121}122use_octmap = use_octmap || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());123124Color ambient_color;125float ambient_color_sky_mix = 0.0;126if (use_ambient_light) {127ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);128const float ambient_energy = environment_get_ambient_light_energy(p_env);129ambient_color = environment_get_ambient_light(p_env);130ambient_color = ambient_color.srgb_to_linear();131ambient_color.r *= ambient_energy;132ambient_color.g *= ambient_energy;133ambient_color.b *= ambient_energy;134}135136if (use_octmap) {137Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);138if (use_ambient_light && panorama.is_valid()) {139for (int x = 0; x < p_size.width; x++) {140for (int y = 0; y < p_size.height; y++) {141panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));142}143}144}145return panorama;146} else {147const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);148Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));149panorama_color = panorama_color.srgb_to_linear();150panorama_color.r *= bg_energy_multiplier;151panorama_color.g *= bg_energy_multiplier;152panorama_color.b *= bg_energy_multiplier;153154if (use_ambient_light) {155panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);156}157158Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);159panorama->fill(panorama_color);160return panorama;161}162}163164/* REFLECTION PROBE */165166RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {167Vector<RID> fb;168fb.push_back(p_color);169fb.push_back(p_depth);170return RD::get_singleton()->framebuffer_create(fb);171}172173/* FOG VOLUME INSTANCE */174175RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {176return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);177}178179void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {180RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);181}182183void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {184RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);185}186187RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {188return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);189}190191Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {192return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);193}194195/* VOXEL GI */196197RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {198return gi.voxel_gi_instance_create(p_base);199}200201void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {202if (!is_dynamic_gi_supported()) {203return;204}205206gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);207}208209bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {210if (!is_dynamic_gi_supported()) {211return false;212}213214return gi.voxel_gi_needs_update(p_probe);215}216217void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {218if (!is_dynamic_gi_supported()) {219return;220}221222gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);223}224225void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {226ERR_FAIL_COND(p_render_buffers.is_null());227228if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {229return; //nothing to debug230}231232Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);233234sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);235}236237////////////////////////////////238Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {239Ref<RenderSceneBuffersRD> rb;240rb.instantiate();241242rb->set_can_be_storage(_render_buffers_can_be_storage());243rb->set_max_cluster_elements(max_cluster_elements);244rb->set_preferred_data_format(_render_buffers_get_preferred_color_format());245if (vrs) {246rb->set_vrs(vrs);247}248249setup_render_buffer_data(rb);250251return rb;252}253254bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {255RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();256257if (p_render_data->compositor.is_null()) {258return false;259}260261if (p_render_data->reflection_probe.is_valid()) {262return false;263}264265ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);266Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);267268for (RID rid : re_rids) {269if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {270return true;271}272}273274return false;275}276277bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {278RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();279280if (p_render_data->compositor.is_null()) {281return false;282}283284if (p_render_data->reflection_probe.is_valid()) {285return false;286}287288ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);289290Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);291292return effects.size() > 0;293}294295void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {296RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();297298if (p_render_data->compositor.is_null()) {299return;300}301302if (p_render_data->reflection_probe.is_valid()) {303return;304}305306ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));307308Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);309310for (RID rid : re_rids) {311Callable callback = comp_storage->compositor_effect_get_callback(rid);312Array arr = { p_callback_type, p_render_data };313callback.callv(arr);314}315}316317void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {318Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;319ERR_FAIL_COND(rb.is_null());320321if (!rb->has_internal_texture()) {322// We're likely rendering reflection probes where we can't use our backbuffers.323return;324}325326bool can_use_storage = _render_buffers_can_be_storage();327Size2i size = rb->get_internal_size();328329// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a330// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.331Size2i target_size = rb->get_target_size();332bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);333bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;334if (reuse_blur_texture) {335rb->allocate_blur_textures();336} else {337if (!rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR)) {338uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;339usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;340// This needs to have mipmaps if any shader needs textureLod to work on screen_texture341uint32_t mipmaps_required = Image::get_image_required_mipmaps(size.x, size.y, Image::FORMAT_RGBAH);342rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits, RenderingDeviceCommons::TEXTURE_SAMPLES_1, { 0, 0 }, 0U, mipmaps_required);343}344}345}346347void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {348Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;349ERR_FAIL_COND(rb.is_null());350351if (!rb->has_internal_texture()) {352// We're likely rendering reflection probes where we can't use our backbuffers.353return;354}355356RD::get_singleton()->draw_command_begin_label("Copy Screen Texture");357358StringName texture_name;359bool can_use_storage = _render_buffers_can_be_storage();360Size2i size = rb->get_internal_size();361362// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a363// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.364Size2i target_size = rb->get_target_size();365bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);366bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;367if (reuse_blur_texture) {368texture_name = RB_TEX_BLUR_0;369} else {370texture_name = RB_TEX_BACK_COLOR;371}372373for (uint32_t v = 0; v < rb->get_view_count(); v++) {374RID texture = rb->get_internal_texture(v);375int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);376RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);377378if (can_use_storage) {379copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));380} else {381RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);382copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));383}384385for (int i = 1; i < mipmaps; i++) {386RID source = dest;387dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);388Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);389390if (can_use_storage) {391copy_effects->make_mipmap(source, dest, msize);392} else {393copy_effects->make_mipmap_raster(source, dest, msize);394}395}396}397398RD::get_singleton()->draw_command_end_label();399}400401void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {402Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;403ERR_FAIL_COND(rb.is_null());404405if (!rb->has_depth_texture()) {406// We're likely rendering reflection probes where we can't use our backbuffers.407return;408}409410// Note, this only creates our back depth texture if we haven't already created it.411uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;412usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;413usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // Set this as color attachment because we're copying data into it, it's not actually used as a depth buffer414415rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);416}417418void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data, bool p_use_msaa) {419Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;420ERR_FAIL_COND(rb.is_null());421422if (!rb->has_depth_texture()) {423// We're likely rendering reflection probes where we can't use our backbuffers.424return;425}426427RD::get_singleton()->draw_command_begin_label("Copy Depth Texture");428429bool can_use_storage = _render_buffers_can_be_storage();430Size2i size = rb->get_internal_size();431for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {432RID depth_texture = rb->get_depth_texture(v);433RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);434435if (can_use_storage) {436copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));437} else {438RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);439if (p_use_msaa) {440static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };441442resolve_effects->resolve_depth_raster(rb->get_depth_msaa(v), depth_back_fb, texture_multisamples[rb->get_msaa_3d()]);443} else {444copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));445}446}447}448449RD::get_singleton()->draw_command_end_label();450}451452void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa) {453RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();454455ERR_FAIL_NULL(p_render_data);456457Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;458ERR_FAIL_COND(rb.is_null());459460ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");461462// Glow, auto exposure and DoF (if enabled).463464Size2i target_size = rb->get_target_size();465bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...466can_use_effects &= _debug_draw_can_use_effects(debug_draw);467bool can_use_storage = _render_buffers_can_be_storage();468469RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();470bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);471SpatialUpscaler *spatial_upscaler = nullptr;472if (can_use_effects) {473if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {474spatial_upscaler = fsr;475} else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {476#if METAL_ENABLED477spatial_upscaler = mfx_spatial;478#endif479}480}481482bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;483484RID render_target = rb->get_render_target();485RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();486Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();487488bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;489490bool using_dof = RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes);491492if (using_dof && p_render_data->transparent_bg) {493WARN_PRINT_ONCE("Depth of field is not supported in viewports with a transparent background. Disabling DoF in transparent viewport.");494using_dof = false;495}496497if (can_use_effects && using_dof) {498RENDER_TIMESTAMP("Depth of Field");499RD::get_singleton()->draw_command_begin_label("DOF");500501rb->allocate_blur_textures();502503RendererRD::BokehDOF::BokehBuffers buffers;504505// Textures we use506buffers.base_texture_size = color_size;507buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);508buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);509buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);510511if (can_use_storage) {512for (uint32_t i = 0; i < rb->get_view_count(); i++) {513buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);514buffers.depth_texture = rb->get_depth_texture(i);515516// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.517float z_near = p_render_data->scene_data->view_projection[i].get_z_near();518float z_far = p_render_data->scene_data->view_projection[i].get_z_far();519bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);520};521} else {522// Set framebuffers.523buffers.secondary_fb = rb->weight_buffers[1].fb;524buffers.half_fb[0] = rb->weight_buffers[2].fb;525buffers.half_fb[1] = rb->weight_buffers[3].fb;526buffers.weight_texture[0] = rb->weight_buffers[0].weight;527buffers.weight_texture[1] = rb->weight_buffers[1].weight;528buffers.weight_texture[2] = rb->weight_buffers[2].weight;529buffers.weight_texture[3] = rb->weight_buffers[3].weight;530531// Set weight buffers.532buffers.base_weight_fb = rb->weight_buffers[0].fb;533534for (uint32_t i = 0; i < rb->get_view_count(); i++) {535buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);536buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);537buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally538539// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.540float z_near = p_render_data->scene_data->view_projection[i].get_z_near();541float z_far = p_render_data->scene_data->view_projection[i].get_z_far();542bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);543}544}545RD::get_singleton()->draw_command_end_label();546}547548float auto_exposure_scale = 1.0;549550if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {551RENDER_TIMESTAMP("Auto exposure");552553RD::get_singleton()->draw_command_begin_label("Auto Exposure");554555Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);556557uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);558bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();559rb->set_auto_exposure_version(auto_exposure_version);560561double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;562float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);563float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);564luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);565566// Swap final reduce with prev luminance.567568auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);569570RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.571RD::get_singleton()->draw_command_end_label();572}573574if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {575RENDER_TIMESTAMP("Glow");576577rb->allocate_blur_textures();578579int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);580Vector<float> glow_levels = environment_get_glow_levels(p_render_data->environment);581bool use_debanding = rb->get_use_debanding() && !texture_storage->render_target_is_using_hdr(render_target);582583int max_glow_index = -1;584int min_glow_level = RS::MAX_GLOW_LEVELS;585for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {586if (glow_levels[i] > 0.01) {587max_glow_index = MAX(max_glow_index, i);588min_glow_level = MIN(min_glow_level, i);589}590}591592max_glow_index = MIN(max_glow_index, mipmaps - 1);593594float luminance_multiplier = rb->get_luminance_multiplier();595if (can_use_storage) {596RD::get_singleton()->draw_command_begin_label("Gaussian Glow");597RID luminance_texture;598if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {599luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer600}601for (uint32_t l = 0; l < rb->get_view_count(); l++) {602Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);603RID source = rb->get_internal_texture(l);604RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 0);605copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);606607for (int i = 1; i < (max_glow_index + 1); i++) {608source = dest;609vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);610dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);611copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));612}613}614RD::get_singleton()->draw_command_end_label();615} else {616// For the mobile renderer we blur down and up the mip chain. Which works out to (2*level-1) passes. This617// allows us to gather our levels at low resolutions and ultimately save a lot of texture read bandwidth.618// The tradeoff is that we need to use single-pass blur to minimize the number of render passes.619620RID source;621RID dest;622623for (uint32_t l = 0; l < rb->get_view_count(); l++) {624RD::get_singleton()->draw_command_begin_label("Gaussian Glow downsample");625626Size2i source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_COLOR, 0);627628source = rb->get_internal_texture(l);629dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1); // Level 1 is quarter res.630631copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, source_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment));632633Size2i vp_size;634for (int i = 1; i < (max_glow_index + 1); i++) {635source = dest;636vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);637dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);638639copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));640}641RD::get_singleton()->draw_command_end_label();642RD::get_singleton()->draw_command_begin_label("Gaussian Glow upsample");643644if (max_glow_index <= 0) {645// Only layer 1 is visible, just copy over.646source = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); // Technically a waste, but oh well. I'm not optimizing for the case of only level 1.647vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.648dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, 2);649RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1);650source_size = vp_size;651652copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[0], 0.0, use_debanding);653}654655for (int i = max_glow_index - 1; i >= 0; i--) {656source = dest;657source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 3);658vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.659dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, i + 2);660RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);661662copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[i], i == (max_glow_index - 1) ? glow_levels[i + 1] : 1.0, use_debanding);663}664RD::get_singleton()->draw_command_end_label();665}666}667}668669{670RENDER_TIMESTAMP("Tonemap");671RD::get_singleton()->draw_command_begin_label("Tonemap");672673RendererRD::ToneMapper::TonemapSettings tonemap;674675bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);676677tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);678if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {679tonemap.use_auto_exposure = true;680tonemap.auto_exposure_scale = auto_exposure_scale;681} else {682tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);683}684685if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {686tonemap.use_glow = true;687tonemap.glow_mode = environment_get_glow_blend_mode(p_render_data->environment);688tonemap.glow_intensity = tonemap.glow_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);689for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {690tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];691}692693Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);694tonemap.glow_texture_size.x = msize.width;695tonemap.glow_texture_size.y = msize.height;696tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;697698if (can_use_storage) {699tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);700} else {701tonemap.glow_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 2, rb->get_view_count());702}703704if (environment_get_glow_map(p_render_data->environment).is_valid()) {705tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);706tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));707} else {708tonemap.glow_map_strength = 0.0f;709tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);710}711712} else {713tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);714tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);715}716717if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {718tonemap.use_fxaa = true;719}720721tonemap.texture_size = Vector2i(color_size.x, color_size.y);722723if (p_render_data->environment.is_valid()) {724// When we are using RGB10A2 render buffer format, our scene725// is limited to a maximum of 2.0. In this case we should limit726// the max white of tonemappers, specifically AgX which defaults727// to a high white value.728bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;729730tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);731RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);732tonemap.tonemapper_params[0] = params.tonemapper_params[0];733tonemap.tonemapper_params[1] = params.tonemapper_params[1];734tonemap.tonemapper_params[2] = params.tonemapper_params[2];735tonemap.tonemapper_params[3] = params.tonemapper_params[3];736tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);737tonemap.exposure = environment_get_exposure(p_render_data->environment);738}739740tonemap.use_color_correction = false;741tonemap.use_1d_color_correction = false;742tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);743tonemap.convert_to_srgb = !using_hdr;744745if (can_use_effects && p_render_data->environment.is_valid()) {746tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);747tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);748tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);749tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);750if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {751tonemap.use_color_correction = true;752tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);753tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);754}755}756757tonemap.luminance_multiplier = rb->get_luminance_multiplier();758tonemap.view_count = rb->get_view_count();759760RID dest_fb;761RD::DataFormat dest_fb_format;762if (spatial_upscaler != nullptr || use_smaa) {763// If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.764// Note that this is cached so we only create the texture the first time.765dest_fb_format = rb->get_base_data_format();766RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), dest_fb_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);767dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);768tonemap.dest_texture_size = rb->get_internal_size();769} else {770// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.771// Target size in this case is lying as we never get our real target size communicated.772// Bit nasty but...773774if (dest_is_msaa_2d) {775dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));776texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.777} else {778dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);779}780tonemap.dest_texture_size = texture_storage->render_target_get_size(render_target);781}782783tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;784if (rb->get_use_debanding() && !using_hdr) {785if (!can_use_storage && (use_smaa || spatial_upscaler)) {786tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;787} else if (!(use_smaa || spatial_upscaler)) {788tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;789}790}791792if (can_use_storage) {793tone_mapper->tonemapper(color_texture, dest_fb, tonemap);794} else {795tone_mapper->tonemapper_mobile(color_texture, dest_fb, tonemap);796}797798RD::get_singleton()->draw_command_end_label();799}800801if (use_smaa) {802RENDER_TIMESTAMP("SMAA");803RD::get_singleton()->draw_command_begin_label("SMAA");804805bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);806807RID dest_fb;808if (spatial_upscaler) {809rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);810}811if (rb->get_view_count() > 1) {812for (uint32_t v = 0; v < rb->get_view_count(); v++) {813RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);814815RID dest_texture;816if (spatial_upscaler) {817dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);818} else {819dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);820}821dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);822823smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);824}825} else {826RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));827828if (spatial_upscaler) {829RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);830dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);831} else {832if (dest_is_msaa_2d) {833dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));834texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.835} else {836dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);837}838}839840smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);841}842843RD::get_singleton()->draw_command_end_label();844}845846if (rb.is_valid() && spatial_upscaler) {847spatial_upscaler->ensure_context(rb);848849RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());850851for (uint32_t v = 0; v < rb->get_view_count(); v++) {852RID source_texture;853if (use_smaa) {854source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);855} else {856source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);857}858RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);859860spatial_upscaler->process(rb, source_texture, dest_texture);861}862863if (dest_is_msaa_2d) {864// We can't upscale directly into our MSAA buffer so we need to do a copy865RID source_texture = texture_storage->render_target_get_rd_texture(render_target);866RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));867copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));868869texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.870}871872RD::get_singleton()->draw_command_end_label();873}874875texture_storage->render_target_disable_clear_request(render_target);876}877878void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {879RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();880RD::get_singleton()->draw_command_begin_label("Post Process Subpass");881882Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;883ERR_FAIL_COND(rb.is_null());884885// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??886// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...887Size2i target_size = rb->get_target_size();888bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;889890RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();891892RendererRD::ToneMapper::TonemapSettings tonemap;893894if (p_render_data->environment.is_valid()) {895// When we are using RGB10A2 render buffer format, our scene896// is limited to a maximum of 2.0. In this case we should limit897// the max white of tonemappers, specifically AgX which defaults898// to a high white value.899bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;900901tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);902RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);903tonemap.tonemapper_params[0] = params.tonemapper_params[0];904tonemap.tonemapper_params[1] = params.tonemapper_params[1];905tonemap.tonemapper_params[2] = params.tonemapper_params[2];906tonemap.tonemapper_params[3] = params.tonemapper_params[3];907tonemap.exposure = environment_get_exposure(p_render_data->environment);908tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);909}910911// We don't support glow or auto exposure here, if they are needed, don't use subpasses!912// The problem is that we need to use the result so far and process them before we can913// apply this to our results.914if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {915ERR_FAIL_MSG("Glow is not supported when using subpasses.");916}917918if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {919ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");920}921922bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());923924tonemap.use_glow = false;925tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);926tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);927tonemap.use_auto_exposure = false;928tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);929930tonemap.use_color_correction = false;931tonemap.use_1d_color_correction = false;932tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);933tonemap.convert_to_srgb = !using_hdr;934935if (can_use_effects && p_render_data->environment.is_valid()) {936tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);937tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);938tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);939tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);940if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {941tonemap.use_color_correction = true;942tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);943tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);944}945}946947tonemap.texture_size = Vector2i(target_size.x, target_size.y);948949tonemap.luminance_multiplier = rb->get_luminance_multiplier();950tonemap.view_count = rb->get_view_count();951952if (rb->get_use_debanding()) {953tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;954} else {955tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;956}957958tone_mapper->tonemapper_subpass(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);959960RD::get_singleton()->draw_command_end_label();961}962963void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {964ERR_FAIL_COND(p_render_data->render_buffers.is_null());965966RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();967texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());968}969970bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {971bool can_use_effects = true;972switch (p_debug_draw) {973// No debug draw, use camera effects974case RS::VIEWPORT_DEBUG_DRAW_DISABLED:975can_use_effects = true;976break;977// Modes that completely override rendering to draw debug information should disable camera effects.978case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:979case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:980case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:981case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:982case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:983case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:984case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:985case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:986case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:987can_use_effects = false;988break;989// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.990case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:991case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:992case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:993case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:994// Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.995case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:996case RS::VIEWPORT_DEBUG_DRAW_SSAO:997case RS::VIEWPORT_DEBUG_DRAW_SSIL:998case RS::VIEWPORT_DEBUG_DRAW_SDFGI:999case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:1000case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:1001can_use_effects = true;1002break;1003// Other debug draw modes keep camera effects.1004case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:1005case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:1006case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:1007case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:1008case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:1009case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:1010case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:1011can_use_effects = true;1012break;1013default:1014break;1015}10161017return can_use_effects;1018}10191020void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {1021RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1022RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();10231024Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;1025ERR_FAIL_COND(rb.is_null());10261027RID render_target = rb->get_render_target();10281029if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {1030if (p_render_data->shadow_atlas.is_valid()) {1031RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);10321033if (shadow_atlas_texture.is_null()) {1034shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);1035}10361037Size2 rtsize = texture_storage->render_target_get_size(render_target);1038copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);1039}1040}10411042if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {1043if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {1044RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();1045Size2i rtsize = texture_storage->render_target_get_size(render_target);1046RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);10471048// Determine our display size, try and keep square by using the smallest edge.1049Size2i size = 2 * rtsize / 3;1050if (size.x < size.y) {1051size.y = size.x;1052} else if (size.y < size.x) {1053size.x = size.y;1054}10551056copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);10571058// Visualize our view frustum to show coverage.1059for (int i = 0; i < p_render_data->render_shadow_count; i++) {1060RID light = p_render_data->render_shadows[i].light;1061RID base = light_storage->light_instance_get_base_light(light);10621063if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {1064debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));1065}1066}1067}1068}10691070if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {1071RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();10721073if (decal_atlas.is_valid()) {1074Size2i rtsize = texture_storage->render_target_get_size(render_target);10751076copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);1077}1078}10791080if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {1081RID luminance_texture = luminance->get_current_luminance_buffer(rb);1082if (luminance_texture.is_valid()) {1083Size2i rtsize = texture_storage->render_target_get_size(render_target);10841085copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);1086}1087}10881089if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {1090Size2 rtsize = texture_storage->render_target_get_size(render_target);1091copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);1092}10931094if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {1095Size2 rtsize = texture_storage->render_target_get_size(render_target);1096copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);1097}10981099if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {1100if (p_render_data->occluder_debug_tex.is_valid()) {1101Size2i rtsize = texture_storage->render_target_get_size(render_target);1102copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);1103}1104}11051106if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {1107RID velocity = _render_buffers_get_velocity_texture(rb);1108RID depth = rb->get_depth_texture();1109RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);1110Size2i resolution = rb->get_internal_size();11111112debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);1113}1114}11151116RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {1117return gi.default_voxel_gi_buffer;1118}11191120RD::DataFormat RendererSceneRenderRD::_render_buffers_get_preferred_color_format() {1121return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1122}11231124bool RendererSceneRenderRD::_render_buffers_can_be_storage() {1125return true;1126}11271128void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {1129gi.half_resolution = p_enable;1130}11311132void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1133ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11341135if (shadows_quality != p_quality) {1136shadows_quality = p_quality;11371138switch (shadows_quality) {1139case RS::SHADOW_QUALITY_HARD: {1140penumbra_shadow_samples = 4;1141soft_shadow_samples = 0;1142shadows_quality_radius = 1.0;1143} break;1144case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1145penumbra_shadow_samples = 4;1146soft_shadow_samples = 1;1147shadows_quality_radius = 1.5;1148} break;1149case RS::SHADOW_QUALITY_SOFT_LOW: {1150penumbra_shadow_samples = 8;1151soft_shadow_samples = 4;1152shadows_quality_radius = 2.0;1153} break;1154case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1155penumbra_shadow_samples = 12;1156soft_shadow_samples = 8;1157shadows_quality_radius = 2.0;1158} break;1159case RS::SHADOW_QUALITY_SOFT_HIGH: {1160penumbra_shadow_samples = 24;1161soft_shadow_samples = 16;1162shadows_quality_radius = 3.0;1163} break;1164case RS::SHADOW_QUALITY_SOFT_ULTRA: {1165penumbra_shadow_samples = 32;1166soft_shadow_samples = 32;1167shadows_quality_radius = 4.0;1168} break;1169case RS::SHADOW_QUALITY_MAX:1170break;1171}1172get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);1173get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);1174}11751176_update_shader_quality_settings();1177}11781179void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1180ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11811182if (directional_shadow_quality != p_quality) {1183directional_shadow_quality = p_quality;11841185switch (directional_shadow_quality) {1186case RS::SHADOW_QUALITY_HARD: {1187directional_penumbra_shadow_samples = 4;1188directional_soft_shadow_samples = 0;1189directional_shadow_quality_radius = 1.0;1190} break;1191case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1192directional_penumbra_shadow_samples = 4;1193directional_soft_shadow_samples = 1;1194directional_shadow_quality_radius = 1.5;1195} break;1196case RS::SHADOW_QUALITY_SOFT_LOW: {1197directional_penumbra_shadow_samples = 8;1198directional_soft_shadow_samples = 4;1199directional_shadow_quality_radius = 2.0;1200} break;1201case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1202directional_penumbra_shadow_samples = 12;1203directional_soft_shadow_samples = 8;1204directional_shadow_quality_radius = 2.0;1205} break;1206case RS::SHADOW_QUALITY_SOFT_HIGH: {1207directional_penumbra_shadow_samples = 24;1208directional_soft_shadow_samples = 16;1209directional_shadow_quality_radius = 3.0;1210} break;1211case RS::SHADOW_QUALITY_SOFT_ULTRA: {1212directional_penumbra_shadow_samples = 32;1213directional_soft_shadow_samples = 32;1214directional_shadow_quality_radius = 4.0;1215} break;1216case RS::SHADOW_QUALITY_MAX:1217break;1218}1219get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);1220get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);1221}12221223_update_shader_quality_settings();1224}12251226void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {1227if (decals_filter == p_filter) {1228return;1229}1230decals_filter = p_filter;1231_update_shader_quality_settings();1232}1233void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {1234if (light_projectors_filter == p_filter) {1235return;1236}1237light_projectors_filter = p_filter;1238_update_shader_quality_settings();1239}12401241void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {1242if (lightmap_filter_bicubic == p_enable) {1243return;1244}1245lightmap_filter_bicubic = p_enable;1246_update_shader_quality_settings();1247}12481249void RendererSceneRenderRD::material_set_use_debanding(bool p_enable) {1250material_use_debanding = p_enable;1251_update_shader_quality_settings();1252}12531254int RendererSceneRenderRD::get_roughness_layers() const {1255return sky.roughness_layers;1256}12571258bool RendererSceneRenderRD::is_using_radiance_octmap_array() const {1259return sky.sky_use_octmap_array;1260}12611262void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {1263if (p_render_buffers.is_null()) {1264return;1265}12661267RID render_target = p_render_buffers->get_render_target();1268if (render_target.is_null()) {1269// must be rendering reflection probes1270return;1271}12721273if (vrs) {1274RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();12751276RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);1277if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {1278RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);12791280// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for1281// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it1282// so it needs to be set as our color attachment12831284Vector<RID> textures;1285textures.push_back(vrs_texture);12861287Vector<RD::FramebufferPass> passes;1288RD::FramebufferPass pass;1289pass.color_attachments.push_back(0);1290passes.push_back(pass);12911292RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());12931294vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());1295}1296}1297}12981299bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1300if (p_render_data->render_buffers.is_valid()) {1301if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1302return true;1303}1304}1305return false;1306}13071308void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1309if (p_render_data->render_buffers.is_valid() && p_use_gi) {1310if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1311return;1312}13131314Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);1315sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));1316}1317}13181319void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {1320RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1321RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();13221323// getting this here now so we can direct call a bunch of things more easily1324ERR_FAIL_COND(p_render_buffers.is_null());1325Ref<RenderSceneBuffersRD> rb = p_render_buffers;1326ERR_FAIL_COND(rb.is_null());13271328// setup scene data1329RenderSceneDataRD scene_data;1330{1331// Our first camera is used by default1332scene_data.cam_transform = p_camera_data->main_transform;1333scene_data.cam_projection = p_camera_data->main_projection;1334scene_data.cam_orthogonal = p_camera_data->is_orthogonal;1335scene_data.cam_frustum = p_camera_data->is_frustum;1336scene_data.camera_visible_layers = p_camera_data->visible_layers;1337scene_data.taa_jitter = p_camera_data->taa_jitter;1338scene_data.taa_frame_count = p_camera_data->taa_frame_count;1339scene_data.main_cam_transform = p_camera_data->main_transform;1340scene_data.flip_y = !p_reflection_probe.is_valid();13411342scene_data.view_count = p_camera_data->view_count;1343for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1344scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;1345scene_data.view_projection[v] = p_camera_data->view_projection[v];1346}13471348scene_data.prev_cam_transform = p_prev_camera_data->main_transform;1349scene_data.prev_cam_projection = p_prev_camera_data->main_projection;1350scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;13511352for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1353scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];1354}13551356scene_data.z_near = p_camera_data->main_projection.get_z_near();1357scene_data.z_far = p_camera_data->main_projection.get_z_far();13581359// this should be the same for all cameras..1360const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();13611362// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality1363// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.1364const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");1365scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);13661367if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {1368scene_data.screen_mesh_lod_threshold = 0.0;1369} else {1370scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;1371}13721373if (p_shadow_atlas.is_valid()) {1374int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);1375scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;1376scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;1377}1378{1379int directional_shadow_size = light_storage->directional_shadow_get_size();1380scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;1381scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;1382}13831384if (p_environment.is_valid()) {1385RID sky_rid = environment_get_sky(p_environment);1386if (sky_rid.is_valid()) {1387int radiance_size = sky.sky_get_radiance_size(sky_rid);1388scene_data.radiance_pixel_size = 1.0f / radiance_size;1389float uv_border_size = sky.sky_get_uv_border_size(sky_rid);1390scene_data.radiance_border_size = uv_border_size;1391}1392}13931394if (p_reflection_atlas.is_valid()) {1395float border_size = light_storage->reflection_atlas_get_border_size(p_reflection_atlas);1396scene_data.reflection_atlas_border_size.x = border_size;1397scene_data.reflection_atlas_border_size.y = 1.0f - border_size * 2.0;1398}13991400scene_data.time = time;1401scene_data.time_step = time_step;1402}14031404//assign render data1405RenderDataRD render_data;1406{1407render_data.render_buffers = rb;1408render_data.scene_data = &scene_data;14091410render_data.instances = &p_instances;1411render_data.lights = &p_lights;1412render_data.reflection_probes = &p_reflection_probes;1413render_data.voxel_gi_instances = &p_voxel_gi_instances;1414render_data.decals = &p_decals;1415render_data.lightmaps = &p_lightmaps;1416render_data.fog_volumes = &p_fog_volumes;1417render_data.environment = p_environment;1418render_data.compositor = p_compositor;1419render_data.camera_attributes = p_camera_attributes;1420render_data.shadow_atlas = p_shadow_atlas;1421render_data.occluder_debug_tex = p_occluder_debug_tex;1422render_data.reflection_atlas = p_reflection_atlas;1423render_data.reflection_probe = p_reflection_probe;1424render_data.reflection_probe_pass = p_reflection_probe_pass;14251426render_data.render_shadows = p_render_shadows;1427render_data.render_shadow_count = p_render_shadow_count;1428render_data.render_sdfgi_regions = p_render_sdfgi_regions;1429render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;1430render_data.sdfgi_update_data = p_sdfgi_update_data;14311432render_data.render_info = r_render_info;14331434if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1435render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());1436render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());1437}1438}14391440PagedArray<RID> empty;14411442if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {1443render_data.lights = ∅1444render_data.reflection_probes = ∅1445render_data.voxel_gi_instances = ∅1446render_data.lightmaps = ∅1447}14481449if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||1450get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||1451get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||1452get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {1453render_data.decals = ∅1454}14551456Color clear_color;1457if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1458clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());1459} else {1460clear_color = RSG::texture_storage->get_default_clear_color();1461}14621463//calls _pre_opaque_render between depth pre-pass and opaque pass1464_render_scene(&render_data, clear_color);1465}14661467void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {1468_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);1469}14701471void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {1472RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();14731474ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));1475Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();1476Projection cm;1477cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);14781479Vector3 cam_pos = p_transform.origin;1480cam_pos.y += extents.y;14811482Transform3D cam_xform;1483cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());14841485RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);14861487_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);1488}14891490bool RendererSceneRenderRD::free(RID p_rid) {1491if (is_environment(p_rid)) {1492environment_free(p_rid);1493} else if (is_compositor(p_rid)) {1494compositor_free(p_rid);1495} else if (is_compositor_effect(p_rid)) {1496compositor_effect_free(p_rid);1497} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {1498RSG::camera_attributes->camera_attributes_free(p_rid);1499} else if (gi.voxel_gi_instance_owns(p_rid)) {1500gi.voxel_gi_instance_free(p_rid);1501} else if (sky.sky_owner.owns(p_rid)) {1502sky.update_dirty_skys();1503sky.free_sky(p_rid);1504} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {1505RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);1506} else {1507return false;1508}15091510return true;1511}15121513void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {1514debug_draw = p_debug_draw;1515}15161517void RendererSceneRenderRD::update() {1518sky.update_dirty_skys();1519}15201521void RendererSceneRenderRD::set_time(double p_time, double p_step) {1522time = p_time;1523time_step = p_step;1524}15251526void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {1527screen_space_roughness_limiter = p_enable;1528screen_space_roughness_limiter_amount = p_amount;1529screen_space_roughness_limiter_limit = p_limit;1530}15311532bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {1533return screen_space_roughness_limiter;1534}15351536float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {1537return screen_space_roughness_limiter_amount;1538}15391540float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {1541return screen_space_roughness_limiter_limit;1542}15431544TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {1545ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");1546ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");1547RD::TextureFormat tf;1548tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;1549tf.width = p_image_size.width; // Always 64x641550tf.height = p_image_size.height;1551tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;15521553RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1554RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1555RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15561557tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1558RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15591560tf.format = RD::DATA_FORMAT_R32_SFLOAT;1561RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15621563tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;1564tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;1565RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15661567Vector<RID> fb_tex;1568fb_tex.push_back(albedo_alpha_tex);1569fb_tex.push_back(normal_tex);1570fb_tex.push_back(orm_tex);1571fb_tex.push_back(emission_tex);1572fb_tex.push_back(depth_write_tex);1573fb_tex.push_back(depth_tex);15741575RID fb = RD::get_singleton()->framebuffer_create(fb_tex);15761577//RID sampled_light;15781579RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);1580ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());15811582uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);1583Vector<RID> materials;1584materials.resize(sc);15851586for (uint32_t i = 0; i < sc; i++) {1587if (i < (uint32_t)p_material_overrides.size()) {1588materials.write[i] = p_material_overrides[i];1589}1590}15911592gi_inst->set_surface_materials(materials);15931594if (cull_argument.size() == 0) {1595cull_argument.push_back(nullptr);1596}1597cull_argument[0] = gi_inst;1598_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));15991600geometry_instance_free(gi_inst);16011602TypedArray<Image> ret;16031604{1605PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);1606Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1607RD::get_singleton()->free_rid(albedo_alpha_tex);1608ret.push_back(img);1609}16101611{1612PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);1613Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1614RD::get_singleton()->free_rid(normal_tex);1615ret.push_back(img);1616}16171618{1619PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);1620Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1621RD::get_singleton()->free_rid(orm_tex);1622ret.push_back(img);1623}16241625{1626PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);1627Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);1628RD::get_singleton()->free_rid(emission_tex);1629ret.push_back(img);1630}16311632RD::get_singleton()->free_rid(depth_write_tex);1633RD::get_singleton()->free_rid(depth_tex);16341635return ret;1636}16371638void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {1639gi.sdfgi_debug_probe_pos = p_position;1640gi.sdfgi_debug_probe_dir = p_dir;1641}16421643RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;16441645bool RendererSceneRenderRD::is_vrs_supported() const {1646return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);1647}16481649bool RendererSceneRenderRD::is_dynamic_gi_supported() const {1650// usable by default (unless low end = true)1651return true;1652}16531654bool RendererSceneRenderRD::is_volumetric_supported() const {1655// usable by default (unless low end = true)1656return true;1657}16581659uint32_t RendererSceneRenderRD::get_max_elements() const {1660return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");1661}16621663RendererSceneRenderRD::RendererSceneRenderRD() {1664singleton = this;1665}16661667void RendererSceneRenderRD::init() {1668max_cluster_elements = get_max_elements();1669RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);16701671/* Forward ID */1672forward_id_storage = create_forward_id_storage();16731674/* Register the include files we make available by default to our users */1675{1676ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);1677ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);1678ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);1679}16801681/* SKY SHADER */16821683sky.init();16841685/* GI */16861687if (is_dynamic_gi_supported()) {1688gi.init(&sky);1689}16901691{ //decals1692RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);1693}16941695{ //lights1696}16971698if (is_volumetric_supported()) {1699RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_octmap_array());1700}17011702RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));1703RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));1704use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");17051706screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");1707screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");1708screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");1709glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;17101711directional_penumbra_shadow_kernel = memnew_arr(float, 128);1712directional_soft_shadow_kernel = memnew_arr(float, 128);1713penumbra_shadow_kernel = memnew_arr(float, 128);1714soft_shadow_kernel = memnew_arr(float, 128);1715positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));1716directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));17171718environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));1719environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));17201721decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));1722light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));1723lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));1724material_set_use_debanding(GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding"));17251726cull_argument.set_page_pool(&cull_argument_pool);17271728bool can_use_storage = _render_buffers_can_be_storage();1729bool can_use_vrs = is_vrs_supported();1730BitField<RendererRD::CopyEffects::RasterEffects> raster_effects = {};1731if (!can_use_storage) {1732raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_COPY);1733raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_GAUSSIAN_BLUR);17341735// This path can be used to redirect certain devices to use the raster version of the effect, either due to performance, lack of capabilities, or driver errors.1736bool use_raster_for_octmaps = false;17371738// Some devices may not support the A2B10G10R10 format as a storage image on the Mobile renderer.1739if (!RD::get_singleton()->texture_is_format_supported_for_usage(_render_buffers_get_preferred_color_format(), RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT)) {1740use_raster_for_octmaps = true;1741}17421743if (use_raster_for_octmaps) {1744raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);1745}1746}17471748bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));1749copy_effects = memnew(RendererRD::CopyEffects(raster_effects));1750debug_effects = memnew(RendererRD::DebugEffects);1751luminance = memnew(RendererRD::Luminance(!can_use_storage));1752smaa = memnew(RendererRD::SMAA);1753tone_mapper = memnew(RendererRD::ToneMapper(!can_use_storage));1754if (can_use_vrs) {1755vrs = memnew(RendererRD::VRS);1756}1757if (can_use_storage) {1758fsr = memnew(RendererRD::FSR);1759}1760#ifdef METAL_ENABLED1761mfx_spatial = memnew(RendererRD::MFXSpatialEffect);1762#endif1763resolve_effects = memnew(RendererRD::Resolve(!can_use_storage));1764}17651766RendererSceneRenderRD::~RendererSceneRenderRD() {1767if (forward_id_storage) {1768memdelete(forward_id_storage);1769}17701771if (bokeh_dof) {1772memdelete(bokeh_dof);1773}1774if (copy_effects) {1775memdelete(copy_effects);1776}1777if (debug_effects) {1778memdelete(debug_effects);1779}1780if (luminance) {1781memdelete(luminance);1782}1783if (smaa) {1784memdelete(smaa);1785}1786if (tone_mapper) {1787memdelete(tone_mapper);1788}1789if (vrs) {1790memdelete(vrs);1791}1792if (fsr) {1793memdelete(fsr);1794}1795#ifdef METAL_ENABLED1796if (mfx_spatial) {1797memdelete(mfx_spatial);1798}1799#endif18001801if (resolve_effects) {1802memdelete(resolve_effects);1803}18041805if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {1806RD::get_singleton()->free_rid(sky.sky_scene_state.uniform_set);1807}18081809if (is_dynamic_gi_supported()) {1810gi.free();1811}18121813if (is_volumetric_supported()) {1814RendererRD::Fog::get_singleton()->free_fog_shader();1815}18161817memdelete_arr(directional_penumbra_shadow_kernel);1818memdelete_arr(directional_soft_shadow_kernel);1819memdelete_arr(penumbra_shadow_kernel);1820memdelete_arr(soft_shadow_kernel);18211822RSG::light_storage->directional_shadow_atlas_set_size(0);1823cull_argument.reset(); //avoid exit error1824}182518261827