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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_viewport.cpp
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/**************************************************************************/
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/* renderer_viewport.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "renderer_viewport.h"
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#include "core/config/project_settings.h"
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#include "core/math/transform_interpolator.h"
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#include "core/object/worker_thread_pool.h"
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#include "renderer_canvas_cull.h"
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#include "renderer_scene_cull.h"
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#include "rendering_server_globals.h"
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#include "storage/texture_storage.h"
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#ifndef XR_DISABLED
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#include "servers/xr/xr_interface.h"
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#endif // XR_DISABLED
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static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
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Transform2D xf = p_viewport->global_transform;
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Vector2 pixel_snap_offset;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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// We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
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// to snap viewport transform because the viewport transform is inverse
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// to the camera transform. Also, if the viewport size is not divisible
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// by 2, the center point is offset by 0.5 px and we need to add 0.5
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// before rounding to cancel it out.
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pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
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pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
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}
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float scale = 1.0;
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if (p_viewport->canvas_map.has(p_canvas->parent)) {
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Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
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}
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xf = xf * c_xform;
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scale = p_canvas->parent_scale;
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}
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Transform2D c_xform = p_canvas_data->transform;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
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}
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xf = xf * c_xform;
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if (scale != 1.0 && !RSG::canvas->disable_scale) {
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Vector2 pivot = p_vp_size * 0.5;
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Transform2D xfpivot;
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xfpivot.set_origin(pivot);
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Transform2D xfscale;
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xfscale.scale(Vector2(scale, scale));
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xf = xfpivot.affine_inverse() * xf;
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xf = xfscale * xf;
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xf = xfpivot * xf;
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}
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return xf;
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}
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Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
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// We need to sort the viewports in a "topological order", children first and
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// parents last. We also need to keep sibling viewports in the original order
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// from top to bottom.
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Vector<Viewport *> result;
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List<Viewport *> nodes;
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for (int i = active_viewports.size() - 1; i >= 0; --i) {
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Viewport *viewport = active_viewports[i];
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if (viewport->parent.is_valid()) {
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continue;
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}
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nodes.push_back(viewport);
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result.insert(0, viewport);
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}
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while (!nodes.is_empty()) {
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const Viewport *node = nodes.front()->get();
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nodes.pop_front();
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for (int i = active_viewports.size() - 1; i >= 0; --i) {
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Viewport *child = active_viewports[i];
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if (child->parent != node->self) {
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continue;
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}
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if (!nodes.find(child)) {
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nodes.push_back(child);
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result.insert(0, child);
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}
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}
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}
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return result;
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}
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void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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if (p_viewport->render_buffers.is_valid()) {
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if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
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p_viewport->render_buffers.unref();
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} else {
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const float EPSILON = 0.0001;
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float scaling_3d_scale = p_viewport->scaling_3d_scale;
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RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
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bool upscaler_available = p_viewport->fsr_enabled;
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RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
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// No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
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// - Mobile can't perform optimal path
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// - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
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// Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
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scaling_3d_scale = 1.0;
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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}
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if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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WARN_PRINT_ONCE("MetalFX and FSR upscaling are not supported in the Compatibility renderer. Falling back to bilinear scaling.");
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}
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) {
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
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// Prefer MetalFX spatial if it is supported, which will be much more efficient than FSR2,
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// as the hardware already will struggle with FSR2.
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL;
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WARN_PRINT_ONCE("MetalFX temporal upscaling is not supported by the current renderer or hardware. Falling back to MetalFX Spatial scaling.");
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} else {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
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WARN_PRINT_ONCE("MetalFX upscaling is not supported by the current renderer or hardware. Falling back to FSR 2 scaling.");
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}
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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}
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR;
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WARN_PRINT_ONCE("MetalFX spatial upscaling is not supported by the current renderer or hardware. Falling back to FSR scaling.");
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}
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RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
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// If MetalFX Temporal upscaling is supported, verify limits.
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
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double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
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double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
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if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
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WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to FSR 2 3D resolution scaling.", min_scale, max_scale));
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} else if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
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WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
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msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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}
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}
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bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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bool use_taa = p_viewport->use_taa;
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if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
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// FSR and MetalFX is not designed for downsampling.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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}
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if (scaling_3d_is_not_bilinear && !upscaler_available) {
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// FSR is not actually available.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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}
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if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
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// Temporal upscalers can't be used with TAA.
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// Turn it off and prefer using the temporal upscaler.
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WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
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use_taa = false;
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}
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int target_width;
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int target_height;
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int render_width;
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int render_height;
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switch (scaling_3d_mode) {
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case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
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// Clamp 3D rendering resolution to reasonable values supported on most hardware.
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// This prevents freezing the engine or outright crashing on lower-end GPUs.
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
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render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
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render_height = MAX(target_height * scaling_3d_scale, 1.0);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_OFF:
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = target_width;
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render_height = target_height;
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break;
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default:
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// This is an unknown mode.
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WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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scaling_3d_scale = 1.0;
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = target_width;
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render_height = target_height;
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break;
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}
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uint32_t jitter_phase_count = 0;
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if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
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// Implementation has been copied from ffxFsr2GetJitterPhaseCount.
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// Also used for MetalFX Temporal scaling.
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jitter_phase_count = uint32_t(8.0f * std::pow(float(target_width) / render_width, 2.0f));
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} else if (use_taa) {
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// Default jitter count for TAA.
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jitter_phase_count = 16;
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}
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p_viewport->internal_size = Size2(render_width, render_height);
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p_viewport->jitter_phase_count = jitter_phase_count;
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// At resolution scales lower than 1.0, use negative texture mipmap bias
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// to compensate for the loss of sharpness.
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const float texture_mipmap_bias = std::log2(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
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RenderSceneBuffersConfiguration rb_config;
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rb_config.set_render_target(p_viewport->render_target);
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rb_config.set_internal_size(Size2i(render_width, render_height));
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rb_config.set_target_size(Size2(target_width, target_height));
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rb_config.set_view_count(p_viewport->view_count);
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rb_config.set_scaling_3d_mode(scaling_3d_mode);
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rb_config.set_msaa_3d(msaa_3d);
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rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
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rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
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rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
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rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);
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rb_config.set_use_taa(use_taa);
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rb_config.set_use_debanding(p_viewport->use_debanding);
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p_viewport->render_buffers->configure(&rb_config);
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}
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}
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}
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void RendererViewport::_draw_3d(Viewport *p_viewport) {
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#ifndef _3D_DISABLED
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RENDER_TIMESTAMP("> Render 3D Scene");
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Ref<XRInterface> xr_interface;
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#ifndef XR_DISABLED
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if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
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xr_interface = XRServer::get_singleton()->get_primary_interface();
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}
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#endif // XR_DISABLED
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if (p_viewport->use_occlusion_culling) {
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if (p_viewport->occlusion_buffer_dirty) {
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float aspect = p_viewport->size.aspect();
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int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
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int viewport_size = p_viewport->size.width * p_viewport->size.height;
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max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
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float height = Math::sqrt(max_size / aspect);
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Size2i new_size = Size2i(height * aspect, height);
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RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
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p_viewport->occlusion_buffer_dirty = false;
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}
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}
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float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
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RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
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RENDER_TIMESTAMP("< Render 3D Scene");
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#endif // _3D_DISABLED
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}
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void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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if (p_viewport->measure_render_time) {
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String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
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RSG::utilities->capture_timestamp(rt_id);
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timestamp_vp_map[rt_id] = p_viewport->self;
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}
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if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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// This is currently needed for GLES to keep the current window being rendered to up to date
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DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
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}
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/* Camera should always be BEFORE any other 3D */
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bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
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bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
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int scenario_canvas_max_layer = 0;
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bool force_clear_render_target = false;
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for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
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for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
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p_viewport->render_info.info[i][j] = 0;
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}
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}
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if (RSG::scene->is_scenario(p_viewport->scenario)) {
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RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
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if (RSG::scene->is_environment(environment)) {
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if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
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scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
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scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
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} else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
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// The scene renderer will still copy over the last frame, so we need to clear the render target.
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force_clear_render_target = true;
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}
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}
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}
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bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
362
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if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
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//wants to draw 3D but there is no render buffer, create
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p_viewport->render_buffers = RSG::scene->render_buffers_create();
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_configure_3d_render_buffers(p_viewport);
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}
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Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
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if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
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RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
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if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
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}
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}
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if (!scenario_draw_canvas_bg && can_draw_3d) {
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if (force_clear_render_target) {
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RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
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}
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_draw_3d(p_viewport);
384
}
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if (can_draw_2d) {
387
RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
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Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
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RendererCanvasRender::Light *lights = nullptr;
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RendererCanvasRender::Light *lights_with_shadow = nullptr;
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RendererCanvasRender::Light *directional_lights = nullptr;
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RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
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if (p_viewport->sdf_active) {
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// Process SDF.
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Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
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RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
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// Make list of occluders.
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
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if (!F->enabled) {
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continue;
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}
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if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
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F->xform_cache = xf * F->xform_curr;
415
} else {
416
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
417
TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
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F->xform_cache = xf * F->xform_cache;
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}
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if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
422
F->next = occluders;
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occluders = F;
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}
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}
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}
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RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
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RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
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p_viewport->sdf_active = false; // If used, gets set active again.
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} else {
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RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
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}
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Rect2 shadow_rect;
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int shadow_count = 0;
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int directional_light_count = 0;
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RENDER_TIMESTAMP("Cull 2D Lights");
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
443
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
444
445
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
446
447
// Find lights in canvas.
448
449
for (RendererCanvasRender::Light *F : canvas->lights) {
450
RendererCanvasRender::Light *cl = F;
451
if (cl->enabled && cl->texture.is_valid()) {
452
//not super efficient..
453
Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
454
tsize *= cl->scale;
455
456
Vector2 offset = tsize / 2.0;
457
Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);
458
459
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
460
cl->xform_cache = xf * cl->xform_curr;
461
} else {
462
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
463
TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
464
cl->xform_cache = xf * cl->xform_cache;
465
}
466
467
cl->rect_cache = cl->xform_cache.xform(local_rect);
468
469
if (clip_rect.intersects(cl->rect_cache)) {
470
cl->filter_next_ptr = lights;
471
lights = cl;
472
Transform2D scale;
473
scale.scale(local_rect.size);
474
scale.columns[2] = local_rect.position;
475
cl->light_shader_xform = cl->xform_cache * scale;
476
if (cl->use_shadow) {
477
cl->shadows_next_ptr = lights_with_shadow;
478
if (lights_with_shadow == nullptr) {
479
shadow_rect = cl->rect_cache;
480
} else {
481
shadow_rect = shadow_rect.merge(cl->rect_cache);
482
}
483
lights_with_shadow = cl;
484
cl->radius_cache = local_rect.size.length();
485
}
486
}
487
}
488
}
489
490
for (RendererCanvasRender::Light *F : canvas->directional_lights) {
491
RendererCanvasRender::Light *cl = F;
492
if (cl->enabled) {
493
cl->filter_next_ptr = directional_lights;
494
directional_lights = cl;
495
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
496
cl->xform_cache = xf * cl->xform_curr;
497
} else {
498
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
499
TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
500
cl->xform_cache = xf * cl->xform_cache;
501
}
502
cl->xform_cache.columns[2] = Vector2(); //translation is pointless
503
if (cl->use_shadow) {
504
cl->shadows_next_ptr = directional_lights_with_shadow;
505
directional_lights_with_shadow = cl;
506
}
507
508
directional_light_count++;
509
510
if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
511
break;
512
}
513
}
514
}
515
516
canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
517
}
518
519
if (lights_with_shadow) {
520
//update shadows if any
521
522
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
523
524
RENDER_TIMESTAMP("> Render PointLight2D Shadows");
525
RENDER_TIMESTAMP("Cull LightOccluder2Ds");
526
527
//make list of occluders
528
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
529
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
530
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
531
532
for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
533
if (!F->enabled) {
534
continue;
535
}
536
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
537
F->xform_cache = xf * F->xform_curr;
538
} else {
539
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
540
TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
541
F->xform_cache = xf * F->xform_cache;
542
}
543
if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
544
F->next = occluders;
545
occluders = F;
546
}
547
}
548
}
549
//update the light shadowmaps with them
550
551
RendererCanvasRender::Light *light = lights_with_shadow;
552
while (light) {
553
RENDER_TIMESTAMP("Render PointLight2D Shadow");
554
555
RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, light->rect_cache);
556
light = light->shadows_next_ptr;
557
}
558
559
RENDER_TIMESTAMP("< Render PointLight2D Shadows");
560
}
561
562
if (directional_lights_with_shadow) {
563
//update shadows if any
564
RendererCanvasRender::Light *light = directional_lights_with_shadow;
565
while (light) {
566
Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
567
float cull_distance = light->directional_distance;
568
569
Vector2 light_dir_sign;
570
light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
571
light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
572
573
Vector2 points[6];
574
int point_count = 0;
575
576
for (int j = 0; j < 4; j++) {
577
static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
578
Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
579
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
580
581
if (sign_cmp == light_dir_sign) {
582
//both point in same direction, plot offsetted
583
points[point_count++] = point + light_dir * cull_distance;
584
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
585
int next_j = (j + 1) % 4;
586
Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
587
588
//one point in the same direction, plot segment
589
590
if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
591
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
592
points[point_count++] = point;
593
}
594
points[point_count++] = point + light_dir * cull_distance;
595
} else {
596
points[point_count++] = point + light_dir * cull_distance;
597
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
598
points[point_count++] = point;
599
}
600
}
601
} else {
602
//plot normally
603
points[point_count++] = point;
604
}
605
}
606
607
Vector2 xf_points[6];
608
609
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
610
611
RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
612
613
// Make list of occluders.
614
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
615
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
616
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
617
618
for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
619
if (!F->enabled) {
620
continue;
621
}
622
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
623
F->xform_cache = xf * F->xform_curr;
624
} else {
625
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
626
TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
627
F->xform_cache = xf * F->xform_cache;
628
}
629
Transform2D localizer = F->xform_cache.affine_inverse();
630
631
for (int j = 0; j < point_count; j++) {
632
xf_points[j] = localizer.xform(points[j]);
633
}
634
if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
635
F->next = occluders;
636
occluders = F;
637
}
638
}
639
}
640
641
RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
642
643
light = light->shadows_next_ptr;
644
}
645
646
RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
647
}
648
649
if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
650
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
651
// Clear now otherwise we copy over garbage from the render target.
652
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
653
if (!can_draw_3d) {
654
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
655
} else {
656
_draw_3d(p_viewport);
657
}
658
scenario_draw_canvas_bg = false;
659
}
660
661
for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
662
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
663
664
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
665
666
RendererCanvasRender::Light *canvas_lights = nullptr;
667
RendererCanvasRender::Light *canvas_directional_lights = nullptr;
668
669
RendererCanvasRender::Light *ptr = lights;
670
while (ptr) {
671
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
672
ptr->next_ptr = canvas_lights;
673
canvas_lights = ptr;
674
}
675
ptr = ptr->filter_next_ptr;
676
}
677
678
ptr = directional_lights;
679
while (ptr) {
680
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
681
ptr->next_ptr = canvas_directional_lights;
682
canvas_directional_lights = ptr;
683
}
684
ptr = ptr->filter_next_ptr;
685
}
686
687
RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);
688
if (RSG::canvas->was_sdf_used()) {
689
p_viewport->sdf_active = true;
690
}
691
692
if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
693
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
694
// Clear now otherwise we copy over garbage from the render target.
695
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
696
if (!can_draw_3d) {
697
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
698
} else {
699
_draw_3d(p_viewport);
700
}
701
702
scenario_draw_canvas_bg = false;
703
}
704
}
705
706
if (scenario_draw_canvas_bg) {
707
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
708
// Clear now otherwise we copy over garbage from the render target.
709
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
710
if (!can_draw_3d) {
711
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
712
} else {
713
_draw_3d(p_viewport);
714
}
715
}
716
}
717
718
if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
719
//was never cleared in the end, force clear it
720
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
721
}
722
723
if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
724
WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
725
RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
726
}
727
728
if (p_viewport->measure_render_time) {
729
String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
730
RSG::utilities->capture_timestamp(rt_id);
731
timestamp_vp_map[rt_id] = p_viewport->self;
732
}
733
}
734
735
void RendererViewport::draw_viewports(bool p_swap_buffers) {
736
timestamp_vp_map.clear();
737
738
#ifndef XR_DISABLED
739
// get our xr interface in case we need it
740
Ref<XRInterface> xr_interface;
741
XRServer *xr_server = XRServer::get_singleton();
742
if (xr_server != nullptr) {
743
// retrieve the interface responsible for rendering
744
xr_interface = xr_server->get_primary_interface();
745
}
746
#endif // XR_DISABLED
747
748
if (Engine::get_singleton()->is_editor_hint()) {
749
RSG::texture_storage->set_default_clear_color(GLOBAL_GET_CACHED(Color, "rendering/environment/defaults/default_clear_color"));
750
}
751
752
if (sorted_active_viewports_dirty) {
753
sorted_active_viewports = _sort_active_viewports();
754
sorted_active_viewports_dirty = false;
755
}
756
757
HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
758
//draw viewports
759
RENDER_TIMESTAMP("> Render Viewports");
760
761
//determine what is visible
762
draw_viewports_pass++;
763
764
for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
765
766
Viewport *vp = sorted_active_viewports[i];
767
768
if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
769
continue;
770
}
771
772
if (!vp->render_target.is_valid()) {
773
continue;
774
}
775
//ERR_CONTINUE(!vp->render_target.is_valid());
776
777
bool visible = vp->viewport_to_screen_rect != Rect2();
778
779
#ifndef XR_DISABLED
780
if (vp->use_xr) {
781
if (xr_interface.is_valid()) {
782
// Ignore update mode we have to commit frames to our XR interface
783
visible = true;
784
785
// Override our size, make sure it matches our required size and is created as a stereo target
786
Size2 xr_size = xr_interface->get_render_target_size();
787
_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
788
} else {
789
// don't render anything
790
visible = false;
791
vp->size = Size2();
792
}
793
} else
794
#endif // XR_DISABLED
795
{
796
if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
797
visible = true;
798
}
799
800
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
801
visible = true;
802
}
803
804
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
805
Viewport *parent = viewport_owner.get_or_null(vp->parent);
806
if (parent && parent->last_pass == draw_viewports_pass) {
807
visible = true;
808
}
809
}
810
}
811
812
visible = visible && vp->size.x > 1 && vp->size.y > 1;
813
814
if (visible) {
815
vp->last_pass = draw_viewports_pass;
816
}
817
}
818
819
int vertices_drawn = 0;
820
int objects_drawn = 0;
821
int draw_calls_used = 0;
822
823
for (int i = 0; i < sorted_active_viewports.size(); i++) {
824
Viewport *vp = sorted_active_viewports[i];
825
826
if (vp->last_pass != draw_viewports_pass) {
827
continue; //should not draw
828
}
829
830
RENDER_TIMESTAMP("> Render Viewport " + itos(i));
831
832
RSG::texture_storage->render_target_set_as_unused(vp->render_target);
833
#ifndef XR_DISABLED
834
if (vp->use_xr && xr_interface.is_valid()) {
835
// Inform XR interface we're about to render its viewport,
836
// if this returns false we don't render.
837
// This usually is a result of the player taking off their headset and OpenXR telling us to skip
838
// rendering frames.
839
if (xr_interface->pre_draw_viewport(vp->render_target)) {
840
RSG::texture_storage->render_target_set_override(vp->render_target,
841
xr_interface->get_color_texture(),
842
xr_interface->get_depth_texture(),
843
xr_interface->get_velocity_texture(),
844
xr_interface->get_velocity_depth_texture());
845
846
RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
847
848
if (xr_interface->get_velocity_texture().is_valid()) {
849
_viewport_set_force_motion_vectors(vp, true);
850
} else {
851
_viewport_set_force_motion_vectors(vp, false);
852
}
853
854
RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());
855
856
// render...
857
RSG::scene->set_debug_draw_mode(vp->debug_draw);
858
859
// and draw viewport
860
_draw_viewport(vp);
861
862
// commit our eyes
863
Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
864
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
865
if (RSG::rasterizer->is_opengl()) {
866
if (blits.size() > 0) {
867
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
868
RSG::rasterizer->gl_end_frame(p_swap_buffers);
869
}
870
} else if (blits.size() > 0) {
871
if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
872
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
873
}
874
875
for (int b = 0; b < blits.size(); b++) {
876
blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
877
}
878
}
879
}
880
}
881
} else
882
#endif // XR_DISABLED
883
{
884
RSG::scene->set_debug_draw_mode(vp->debug_draw);
885
886
// render standard mono camera
887
_draw_viewport(vp);
888
889
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
890
//copy to screen if set as such
891
BlitToScreen blit;
892
blit.render_target = vp->render_target;
893
if (vp->viewport_to_screen_rect != Rect2()) {
894
blit.dst_rect = vp->viewport_to_screen_rect;
895
} else {
896
blit.dst_rect.position = Vector2();
897
blit.dst_rect.size = vp->size;
898
}
899
900
if (RSG::rasterizer->is_opengl()) {
901
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);
902
RSG::rasterizer->gl_end_frame(p_swap_buffers);
903
} else {
904
Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
905
if (blits == nullptr) {
906
blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
907
}
908
blits->push_back(blit);
909
}
910
}
911
}
912
913
if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
914
vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
915
}
916
917
RENDER_TIMESTAMP("< Render Viewport " + itos(i));
918
919
// 3D render info.
920
objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
921
vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
922
draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
923
// 2D render info.
924
objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
925
vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
926
draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
927
}
928
RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
929
930
total_objects_drawn = objects_drawn;
931
total_vertices_drawn = vertices_drawn;
932
total_draw_calls_used = draw_calls_used;
933
934
RENDER_TIMESTAMP("< Render Viewports");
935
936
if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
937
for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
938
RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
939
}
940
}
941
}
942
943
RID RendererViewport::viewport_allocate() {
944
return viewport_owner.allocate_rid();
945
}
946
947
void RendererViewport::viewport_initialize(RID p_rid) {
948
viewport_owner.initialize_rid(p_rid);
949
Viewport *viewport = viewport_owner.get_or_null(p_rid);
950
viewport->self = p_rid;
951
viewport->render_target = RSG::texture_storage->render_target_create();
952
viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
953
viewport->viewport_render_direct_to_screen = false;
954
955
viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
956
}
957
958
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
959
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
960
ERR_FAIL_NULL(viewport);
961
962
if (viewport->use_xr == p_use_xr) {
963
return;
964
}
965
966
viewport->use_xr = p_use_xr;
967
968
// Re-configure the 3D render buffers when disabling XR. They'll get
969
// re-configured when enabling XR in draw_viewports().
970
if (!p_use_xr) {
971
viewport->view_count = 1;
972
_configure_3d_render_buffers(viewport);
973
}
974
}
975
976
void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
977
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
978
ERR_FAIL_NULL(viewport);
979
const String rendering_method = OS::get_singleton()->get_current_rendering_method();
980
if (rendering_method != "forward_plus") {
981
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR, "FSR1 is only available when using the Forward+ renderer.");
982
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2, "FSR2 is only available when using the Forward+ renderer.");
983
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL, "MetalFX Temporal is only available when using the Forward+ renderer.");
984
}
985
if (rendering_method == "gl_compatibility") {
986
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL, "MetalFX Spatial is only available when using the Forward+ and Mobile renderers.");
987
}
988
989
if (viewport->scaling_3d_mode == p_mode) {
990
return;
991
}
992
993
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
994
viewport->scaling_3d_mode = p_mode;
995
996
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
997
if (motion_vectors_before != motion_vectors_after) {
998
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
999
}
1000
1001
_configure_3d_render_buffers(viewport);
1002
}
1003
1004
void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
1005
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1006
ERR_FAIL_NULL(viewport);
1007
1008
viewport->fsr_sharpness = p_sharpness;
1009
_configure_3d_render_buffers(viewport);
1010
}
1011
1012
void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
1013
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1014
ERR_FAIL_NULL(viewport);
1015
1016
viewport->texture_mipmap_bias = p_mipmap_bias;
1017
_configure_3d_render_buffers(viewport);
1018
}
1019
1020
void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {
1021
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1022
ERR_FAIL_NULL(viewport);
1023
1024
viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;
1025
_configure_3d_render_buffers(viewport);
1026
}
1027
1028
void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
1029
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1030
ERR_FAIL_NULL(viewport);
1031
1032
// Clamp to reasonable values that are actually useful.
1033
// Values above 2.0 don't serve a practical purpose since the viewport
1034
// isn't displayed with mipmaps.
1035
if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
1036
return;
1037
}
1038
1039
viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
1040
_configure_3d_render_buffers(viewport);
1041
}
1042
1043
void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
1044
ERR_FAIL_COND(p_width < 0 || p_height < 0);
1045
1046
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1047
ERR_FAIL_NULL(viewport);
1048
ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
1049
1050
_viewport_set_size(viewport, p_width, p_height, 1);
1051
}
1052
1053
void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
1054
Size2i new_size(p_width, p_height);
1055
if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
1056
p_viewport->size = new_size;
1057
p_viewport->view_count = p_view_count;
1058
1059
RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
1060
_configure_3d_render_buffers(p_viewport);
1061
1062
p_viewport->occlusion_buffer_dirty = true;
1063
}
1064
}
1065
1066
bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
1067
return p_viewport->use_taa ||
1068
RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
1069
p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
1070
}
1071
1072
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
1073
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1074
ERR_FAIL_NULL(viewport);
1075
1076
if (p_active) {
1077
ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
1078
viewport->occlusion_buffer_dirty = true;
1079
active_viewports.push_back(viewport);
1080
} else {
1081
active_viewports.erase(viewport);
1082
}
1083
1084
sorted_active_viewports_dirty = true;
1085
}
1086
1087
void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
1088
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1089
ERR_FAIL_NULL(viewport);
1090
1091
viewport->parent = p_parent_viewport;
1092
}
1093
1094
void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
1095
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1096
ERR_FAIL_NULL(viewport);
1097
1098
viewport->clear_mode = p_clear_mode;
1099
}
1100
1101
void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
1102
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1103
ERR_FAIL_NULL(viewport);
1104
1105
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
1106
// If using OpenGL we can optimize this operation by rendering directly to system_fbo
1107
// instead of rendering to fbo and copying to system_fbo after
1108
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
1109
RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
1110
RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
1111
}
1112
1113
viewport->viewport_to_screen_rect = p_rect;
1114
viewport->viewport_to_screen = p_screen;
1115
} else {
1116
// if render_direct_to_screen was used, reset size and position
1117
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
1118
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
1119
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
1120
}
1121
1122
viewport->viewport_to_screen_rect = Rect2();
1123
viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
1124
}
1125
}
1126
1127
void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
1128
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1129
ERR_FAIL_NULL(viewport);
1130
1131
if (p_enable == viewport->viewport_render_direct_to_screen) {
1132
return;
1133
}
1134
1135
// if disabled, reset render_target size and position
1136
if (!p_enable) {
1137
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
1138
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
1139
}
1140
1141
RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
1142
viewport->viewport_render_direct_to_screen = p_enable;
1143
1144
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
1145
if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
1146
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
1147
RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
1148
}
1149
}
1150
1151
void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
1152
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1153
ERR_FAIL_NULL(viewport);
1154
1155
viewport->update_mode = p_mode;
1156
}
1157
1158
RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
1159
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1160
ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
1161
1162
return viewport->update_mode;
1163
}
1164
1165
RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
1166
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1167
ERR_FAIL_NULL_V(viewport, RID());
1168
1169
return viewport->render_target;
1170
}
1171
1172
RID RendererViewport::viewport_get_texture(RID p_viewport) const {
1173
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1174
ERR_FAIL_NULL_V(viewport, RID());
1175
1176
return RSG::texture_storage->render_target_get_texture(viewport->render_target);
1177
}
1178
1179
RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
1180
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1181
ERR_FAIL_NULL_V(viewport, RID());
1182
1183
if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
1184
return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
1185
}
1186
return RID();
1187
}
1188
1189
void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
1190
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1191
ERR_FAIL_NULL(viewport);
1192
uint64_t frame = RSG::rasterizer->get_frame_number();
1193
if (viewport->prev_camera_data_frame != frame) {
1194
viewport->prev_camera_data = *p_camera_data;
1195
viewport->prev_camera_data_frame = frame;
1196
}
1197
}
1198
1199
const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
1200
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1201
ERR_FAIL_NULL_V(viewport, nullptr);
1202
return &viewport->prev_camera_data;
1203
}
1204
1205
void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
1206
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1207
ERR_FAIL_NULL(viewport);
1208
1209
viewport->disable_2d = p_disable;
1210
}
1211
1212
void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
1213
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1214
ERR_FAIL_NULL(viewport);
1215
1216
viewport->disable_environment = p_mode;
1217
}
1218
1219
bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
1220
ERR_FAIL_NULL_V(viewport, false);
1221
1222
if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
1223
Viewport *parent = viewport_owner.get_or_null(viewport->parent);
1224
return viewport_is_environment_disabled(parent);
1225
}
1226
return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
1227
}
1228
1229
void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
1230
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1231
ERR_FAIL_NULL(viewport);
1232
1233
viewport->disable_3d = p_disable;
1234
}
1235
1236
void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
1237
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1238
ERR_FAIL_NULL(viewport);
1239
1240
viewport->camera = p_camera;
1241
}
1242
1243
void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
1244
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1245
ERR_FAIL_NULL(viewport);
1246
1247
if (viewport->scenario.is_valid()) {
1248
RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
1249
}
1250
1251
viewport->scenario = p_scenario;
1252
if (viewport->use_occlusion_culling) {
1253
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
1254
}
1255
}
1256
1257
void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
1258
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1259
ERR_FAIL_NULL(viewport);
1260
1261
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
1262
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
1263
ERR_FAIL_NULL(canvas);
1264
1265
canvas->viewports.insert(p_viewport);
1266
viewport->canvas_map[p_canvas] = Viewport::CanvasData();
1267
viewport->canvas_map[p_canvas].layer = 0;
1268
viewport->canvas_map[p_canvas].sublayer = 0;
1269
viewport->canvas_map[p_canvas].canvas = canvas;
1270
}
1271
1272
void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
1273
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1274
ERR_FAIL_NULL(viewport);
1275
1276
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
1277
ERR_FAIL_NULL(canvas);
1278
1279
viewport->canvas_map.erase(p_canvas);
1280
canvas->viewports.erase(p_viewport);
1281
}
1282
1283
void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
1284
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1285
ERR_FAIL_NULL(viewport);
1286
1287
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
1288
viewport->canvas_map[p_canvas].transform = p_offset;
1289
}
1290
1291
void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
1292
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1293
ERR_FAIL_NULL(viewport);
1294
if (viewport->transparent_bg == p_enabled) {
1295
return;
1296
}
1297
1298
RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
1299
viewport->transparent_bg = p_enabled;
1300
}
1301
1302
void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
1303
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1304
ERR_FAIL_NULL(viewport);
1305
1306
viewport->global_transform = p_transform;
1307
}
1308
1309
void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
1310
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1311
ERR_FAIL_NULL(viewport);
1312
1313
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
1314
viewport->canvas_map[p_canvas].layer = p_layer;
1315
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
1316
}
1317
1318
void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
1319
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1320
ERR_FAIL_NULL(viewport);
1321
1322
viewport->shadow_atlas_size = p_size;
1323
viewport->shadow_atlas_16_bits = p_16_bits;
1324
1325
RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
1326
}
1327
1328
void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
1329
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1330
ERR_FAIL_NULL(viewport);
1331
1332
RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
1333
}
1334
1335
void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
1336
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1337
ERR_FAIL_NULL(viewport);
1338
1339
if (viewport->msaa_2d == p_msaa) {
1340
return;
1341
}
1342
viewport->msaa_2d = p_msaa;
1343
RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
1344
}
1345
1346
void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
1347
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1348
ERR_FAIL_NULL(viewport);
1349
1350
if (viewport->msaa_3d == p_msaa) {
1351
return;
1352
}
1353
viewport->msaa_3d = p_msaa;
1354
_configure_3d_render_buffers(viewport);
1355
}
1356
1357
void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
1358
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1359
ERR_FAIL_NULL(viewport);
1360
1361
if (viewport->use_hdr_2d == p_use_hdr_2d) {
1362
return;
1363
}
1364
viewport->use_hdr_2d = p_use_hdr_2d;
1365
RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
1366
_configure_3d_render_buffers(viewport);
1367
}
1368
1369
bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
1370
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1371
ERR_FAIL_NULL_V(viewport, false);
1372
1373
return viewport->use_hdr_2d;
1374
}
1375
1376
void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
1377
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1378
ERR_FAIL_NULL(viewport);
1379
ERR_FAIL_COND_EDMSG(p_mode != RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility", "Screen space AA is currently unavailable on the Compatibility renderer.");
1380
1381
if (viewport->screen_space_aa == p_mode) {
1382
return;
1383
}
1384
viewport->screen_space_aa = p_mode;
1385
_configure_3d_render_buffers(viewport);
1386
}
1387
1388
void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
1389
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1390
ERR_FAIL_NULL(viewport);
1391
ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
1392
1393
if (viewport->use_taa == p_use_taa) {
1394
return;
1395
}
1396
1397
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
1398
viewport->use_taa = p_use_taa;
1399
1400
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
1401
if (motion_vectors_before != motion_vectors_after) {
1402
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1403
}
1404
1405
_configure_3d_render_buffers(viewport);
1406
}
1407
1408
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
1409
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1410
ERR_FAIL_NULL(viewport);
1411
1412
if (viewport->use_debanding == p_use_debanding) {
1413
return;
1414
}
1415
viewport->use_debanding = p_use_debanding;
1416
RSG::texture_storage->render_target_set_use_debanding(viewport->render_target, p_use_debanding);
1417
_configure_3d_render_buffers(viewport);
1418
}
1419
1420
void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
1421
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1422
ERR_FAIL_NULL(viewport);
1423
1424
_viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);
1425
}
1426
1427
void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {
1428
if (p_viewport->force_motion_vectors == p_force_motion_vectors) {
1429
return;
1430
}
1431
1432
bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);
1433
p_viewport->force_motion_vectors = p_force_motion_vectors;
1434
1435
bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);
1436
if (motion_vectors_before != motion_vectors_after) {
1437
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1438
}
1439
1440
_configure_3d_render_buffers(p_viewport);
1441
}
1442
1443
void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
1444
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1445
ERR_FAIL_NULL(viewport);
1446
1447
if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
1448
return;
1449
}
1450
viewport->use_occlusion_culling = p_use_occlusion_culling;
1451
1452
if (viewport->use_occlusion_culling) {
1453
RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
1454
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
1455
} else {
1456
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
1457
}
1458
1459
viewport->occlusion_buffer_dirty = true;
1460
}
1461
1462
void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
1463
if (occlusion_rays_per_thread == p_rays_per_thread) {
1464
return;
1465
}
1466
1467
occlusion_rays_per_thread = p_rays_per_thread;
1468
1469
for (int i = 0; i < active_viewports.size(); i++) {
1470
active_viewports[i]->occlusion_buffer_dirty = true;
1471
}
1472
}
1473
1474
void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
1475
RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
1476
}
1477
1478
void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
1479
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1480
ERR_FAIL_NULL(viewport);
1481
1482
viewport->mesh_lod_threshold = p_pixels;
1483
}
1484
1485
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
1486
ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
1487
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
1488
1489
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1490
if (!viewport) {
1491
return 0; //there should be a lock here..
1492
}
1493
1494
return viewport->render_info.info[p_type][p_info];
1495
}
1496
1497
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
1498
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1499
ERR_FAIL_NULL(viewport);
1500
1501
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
1502
viewport->debug_draw = p_draw;
1503
1504
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
1505
if (motion_vectors_before != motion_vectors_after) {
1506
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1507
}
1508
}
1509
1510
void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
1511
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1512
ERR_FAIL_NULL(viewport);
1513
1514
viewport->measure_render_time = p_enable;
1515
}
1516
1517
float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
1518
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1519
ERR_FAIL_NULL_V(viewport, 0);
1520
1521
return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
1522
}
1523
1524
float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
1525
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1526
ERR_FAIL_NULL_V(viewport, 0);
1527
1528
return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
1529
}
1530
1531
void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
1532
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1533
ERR_FAIL_NULL(viewport);
1534
viewport->snap_2d_transforms_to_pixel = p_enabled;
1535
}
1536
1537
void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
1538
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1539
ERR_FAIL_NULL(viewport);
1540
viewport->snap_2d_vertices_to_pixel = p_enabled;
1541
}
1542
1543
void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
1544
ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
1545
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1546
ERR_FAIL_NULL(viewport);
1547
1548
viewport->texture_filter = p_filter;
1549
}
1550
void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
1551
ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
1552
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1553
ERR_FAIL_NULL(viewport);
1554
1555
viewport->texture_repeat = p_repeat;
1556
}
1557
1558
void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
1559
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1560
ERR_FAIL_NULL(viewport);
1561
1562
RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
1563
}
1564
1565
RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
1566
RID *rids = nullptr;
1567
uint32_t rid_count = viewport_owner.get_rid_count();
1568
rids = (RID *)alloca(sizeof(RID) * rid_count);
1569
viewport_owner.fill_owned_buffer(rids);
1570
for (uint32_t i = 0; i < rid_count; i++) {
1571
Viewport *viewport = viewport_owner.get_or_null(rids[i]);
1572
if (viewport->viewport_to_screen == p_id) {
1573
return rids[i];
1574
}
1575
}
1576
return RID();
1577
}
1578
1579
void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
1580
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1581
ERR_FAIL_NULL(viewport);
1582
1583
RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
1584
_configure_3d_render_buffers(viewport);
1585
}
1586
1587
void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
1588
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1589
ERR_FAIL_NULL(viewport);
1590
1591
RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
1592
}
1593
1594
void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
1595
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1596
ERR_FAIL_NULL(viewport);
1597
1598
RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
1599
_configure_3d_render_buffers(viewport);
1600
}
1601
1602
bool RendererViewport::free(RID p_rid) {
1603
if (viewport_owner.owns(p_rid)) {
1604
Viewport *viewport = viewport_owner.get_or_null(p_rid);
1605
1606
RSG::texture_storage->render_target_free(viewport->render_target);
1607
RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
1608
if (viewport->render_buffers.is_valid()) {
1609
viewport->render_buffers.unref();
1610
}
1611
1612
while (viewport->canvas_map.begin()) {
1613
viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
1614
}
1615
1616
viewport_set_scenario(p_rid, RID());
1617
active_viewports.erase(viewport);
1618
sorted_active_viewports_dirty = true;
1619
1620
if (viewport->use_occlusion_culling) {
1621
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
1622
}
1623
1624
if (_viewport_requires_motion_vectors(viewport)) {
1625
num_viewports_with_motion_vectors--;
1626
}
1627
1628
viewport_owner.free(p_rid);
1629
1630
return true;
1631
}
1632
1633
return false;
1634
}
1635
1636
void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
1637
RID *vp = timestamp_vp_map.getptr(p_timestamp);
1638
if (!vp) {
1639
return;
1640
}
1641
1642
Viewport *viewport = viewport_owner.get_or_null(*vp);
1643
if (!viewport) {
1644
return;
1645
}
1646
1647
if (p_timestamp.begins_with("vp_begin")) {
1648
viewport->time_cpu_begin = p_cpu_time;
1649
viewport->time_gpu_begin = p_gpu_time;
1650
}
1651
1652
if (p_timestamp.begins_with("vp_end")) {
1653
viewport->time_cpu_end = p_cpu_time;
1654
viewport->time_gpu_end = p_gpu_time;
1655
}
1656
}
1657
1658
void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
1659
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1660
ERR_FAIL_NULL(viewport);
1661
viewport->canvas_cull_mask = p_canvas_cull_mask;
1662
}
1663
1664
// Workaround for setting this on thread.
1665
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
1666
DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
1667
}
1668
1669
int RendererViewport::get_total_objects_drawn() const {
1670
return total_objects_drawn;
1671
}
1672
int RendererViewport::get_total_primitives_drawn() const {
1673
return total_vertices_drawn;
1674
}
1675
int RendererViewport::get_total_draw_calls_used() const {
1676
return total_draw_calls_used;
1677
}
1678
1679
int RendererViewport::get_num_viewports_with_motion_vectors() const {
1680
return num_viewports_with_motion_vectors;
1681
}
1682
1683
RendererViewport::RendererViewport() {
1684
occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
1685
}
1686
1687