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Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets

Store SSAO uniform sets per viewport
Rémi Verschelde 4 years ago
parent
commit
3f613236e0

+ 10 - 10
servers/rendering/renderer_rd/effects_rd.cpp

@@ -940,10 +940,10 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
 	RD::get_singleton()->compute_list_end();
 }
 
-void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass) {
-	RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.gather_uniform_set, 0);
+void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+	RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
 	if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
-		RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.importance_map_uniform_set, 1);
+		RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
 	}
 
 	for (int i = 0; i < 4; i++) {
@@ -966,7 +966,7 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
 	RD::get_singleton()->compute_list_add_barrier(p_compute_list);
 }
 
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
 	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
 	RD::get_singleton()->draw_command_begin_label("SSAO");
 	/* FIRST PASS */
@@ -996,7 +996,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 				u.ids.push_back(p_depth_mipmaps[3]);
 				uniforms.push_back(u);
 			}
-			ssao.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
+			r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
 		}
 
 		float depth_linearize_mul = -p_projection.matrix[3][2];
@@ -1031,7 +1031,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
 		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
 		if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.downsample_uniform_set, 2);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
 		}
 		RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
 
@@ -1115,7 +1115,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 				u.ids.push_back(ssao.gather_constants_buffer);
 				uniforms.push_back(u);
 			}
-			ssao.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
+			r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
 		}
 
 		if (p_invalidate_uniform_sets) {
@@ -1142,7 +1142,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 				u.ids.push_back(ssao.importance_map_load_counter);
 				uniforms.push_back(u);
 			}
-			ssao.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+			r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
 		}
 
 		if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
@@ -1153,7 +1153,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 			ssao.importance_map_push_constant.power = p_settings.power;
 			//base pass
 			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
-			gather_ssao(compute_list, p_ao_pong_slices, p_settings, true);
+			gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID());
 			//generate importance map
 
 			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
@@ -1184,7 +1184,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
 			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
 		}
 
-		gather_ssao(compute_list, p_ao_slices, p_settings, false);
+		gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set);
 		RD::get_singleton()->draw_command_end_label(); // Gather SSAO
 	}
 

+ 2 - 5
servers/rendering/renderer_rd/effects_rd.h

@@ -385,12 +385,10 @@ class EffectsRD {
 		SSAODownsamplePushConstant downsample_push_constant;
 		SsaoDownsampleShaderRD downsample_shader;
 		RID downsample_shader_version;
-		RID downsample_uniform_set;
 
 		SSAOGatherPushConstant gather_push_constant;
 		SsaoShaderRD gather_shader;
 		RID gather_shader_version;
-		RID gather_uniform_set;
 		RID gather_constants_buffer;
 		bool gather_initialized = false;
 
@@ -398,7 +396,6 @@ class EffectsRD {
 		SsaoImportanceMapShaderRD importance_map_shader;
 		RID importance_map_shader_version;
 		RID importance_map_load_counter;
-		RID importance_map_uniform_set;
 		RID counter_uniform_set;
 
 		SSAOBlurPushConstant blur_push_constant;
@@ -746,8 +743,8 @@ public:
 
 	void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
 
-	void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass);
-	void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets);
+	void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+	void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
 
 	void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
 	void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);

+ 1 - 1
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -1728,7 +1728,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
 	settings.half_screen_size = Size2i(buffer_width, buffer_height);
 	settings.quarter_screen_size = Size2i(half_width, half_height);
 
-	storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
+	storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
 }
 
 void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {

+ 4 - 0
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -459,6 +459,10 @@ private:
 			Vector<RID> ao_pong_slices;
 			RID ao_final;
 			RID importance_map[2];
+
+			RID downsample_uniform_set;
+			RID gather_uniform_set;
+			RID importance_map_uniform_set;
 		} ssao;
 
 		struct SSR {