Browse Source

Merge pull request #60617 from BastiaanOlij/split_bokeh_effect

Rémi Verschelde 3 years ago
parent
commit
ae8dacba1c
26 changed files with 1868 additions and 1215 deletions
  1. 4 5
      modules/openxr/extensions/openxr_vulkan_extension.cpp
  2. 475 0
      servers/rendering/renderer_rd/effects/bokeh_dof.cpp
  3. 120 0
      servers/rendering/renderer_rd/effects/bokeh_dof.h
  4. 687 0
      servers/rendering/renderer_rd/effects/copy_effects.cpp
  5. 220 0
      servers/rendering/renderer_rd/effects/copy_effects.h
  6. 3 26
      servers/rendering/renderer_rd/effects/tone_mapper.cpp
  7. 0 3
      servers/rendering/renderer_rd/effects/tone_mapper.h
  8. 1 782
      servers/rendering/renderer_rd/effects_rd.cpp
  9. 0 217
      servers/rendering/renderer_rd/effects_rd.h
  10. 2 1
      servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
  11. 195 130
      servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
  12. 18 3
      servers/rendering/renderer_rd/renderer_scene_render_rd.h
  13. 6 3
      servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
  14. 1 1
      servers/rendering/renderer_rd/renderer_scene_sky_rd.h
  15. 0 21
      servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
  16. 14 4
      servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
  17. 26 0
      servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
  18. 0 0
      servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
  19. 0 0
      servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
  20. 0 0
      servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
  21. 1 1
      servers/rendering/renderer_rd/shaders/effects/copy.glsl
  22. 0 0
      servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
  23. 45 2
      servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
  24. 23 0
      servers/rendering/renderer_rd/storage_rd/material_storage.cpp
  25. 9 0
      servers/rendering/renderer_rd/storage_rd/material_storage.h
  26. 18 16
      servers/rendering/renderer_rd/storage_rd/texture_storage.cpp

+ 4 - 5
modules/openxr/extensions/openxr_vulkan_extension.cpp

@@ -33,6 +33,7 @@
 #include "../extensions/openxr_vulkan_extension.h"
 #include "../openxr_api.h"
 #include "../openxr_util.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
 #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
 #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
 #include "servers/rendering/rendering_server_globals.h"
@@ -450,11 +451,9 @@ bool OpenXRVulkanExtension::copy_render_target_to_image(RID p_from_render_target
 	ERR_FAIL_COND_V(fb.is_null(), false);
 
 	// Our vulkan extension can only be used in conjunction with our vulkan renderer.
-	// We need access to the effects object in order to have access to our copy logic.
-	// Breaking all the rules but there is no nice way to do this.
-	EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
-	ERR_FAIL_NULL_V(effects, false);
-	effects->copy_to_fb_rect(source_image, fb, Rect2i(), false, false, false, false, depth_image, data->is_multiview);
+	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+	ERR_FAIL_NULL_V(copy_effects, false);
+	copy_effects->copy_to_fb_rect(source_image, fb, Rect2i(), false, false, false, false, depth_image, data->is_multiview);
 
 	return true;
 }

+ 475 - 0
servers/rendering/renderer_rd/effects/bokeh_dof.cpp

@@ -0,0 +1,475 @@
+/*************************************************************************/
+/*  bokeh_dof.cpp                                                        */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "bokeh_dof.h"
+#include "copy_effects.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
+	prefer_raster_effects = p_prefer_raster_effects;
+
+	// Initialize bokeh
+	Vector<String> bokeh_modes;
+	bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+	bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
+	bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+	bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
+	bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+	bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
+	bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+	if (prefer_raster_effects) {
+		bokeh.raster_shader.initialize(bokeh_modes);
+
+		bokeh.shader_version = bokeh.raster_shader.version_create();
+
+		const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
+		for (int i = 0; i < BOKEH_MAX; i++) {
+			RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
+			bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+		}
+	} else {
+		bokeh.compute_shader.initialize(bokeh_modes);
+		bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
+		bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
+		bokeh.shader_version = bokeh.compute_shader.version_create();
+
+		for (int i = 0; i < BOKEH_MAX; i++) {
+			if (bokeh.compute_shader.is_variant_enabled(i)) {
+				bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
+			}
+		}
+
+		for (int i = 0; i < BOKEH_MAX; i++) {
+			bokeh.raster_pipelines[i].clear();
+		}
+	}
+}
+
+BokehDOF::~BokehDOF() {
+	if (prefer_raster_effects) {
+		bokeh.raster_shader.version_free(bokeh.shader_version);
+	} else {
+		bokeh.compute_shader.version_free(bokeh.shader_version);
+	}
+}
+
+void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	// setup our push constant
+	memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+	bokeh.push_constant.blur_far_active = p_dof_far;
+	bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+	bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+
+	bokeh.push_constant.blur_near_active = p_dof_near;
+	bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+	bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+	bokeh.push_constant.use_jitter = p_use_jitter;
+	bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
+
+	bokeh.push_constant.z_near = p_cam_znear;
+	bokeh.push_constant.z_far = p_cam_zfar;
+	bokeh.push_constant.orthogonal = p_cam_orthogonal;
+	bokeh.push_constant.blur_size = p_bokeh_size;
+
+	bokeh.push_constant.second_pass = false;
+	bokeh.push_constant.half_size = false;
+
+	bokeh.push_constant.blur_scale = 0.5;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
+	RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
+	RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
+	RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
+	RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
+
+	RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
+	RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
+	RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
+	RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+	/* FIRST PASS */
+	// The alpha channel of the source color texture is filled with the expected circle size
+	// If used for DOF far, the size is positive, if used for near, its negative.
+
+	RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
+
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
+
+	bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+	bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+	RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+	if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+		//second pass
+		BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+		shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
+		ERR_FAIL_COND(shader.is_null());
+
+		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
+
+		static const int quality_samples[4] = { 6, 12, 12, 24 };
+
+		bokeh.push_constant.steps = quality_samples[p_quality];
+
+		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+			//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+
+			bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+			bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+			bokeh.push_constant.half_size = true;
+			bokeh.push_constant.blur_size *= 0.5;
+
+		} else {
+			//medium and high quality use full size
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+		}
+
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+		RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+		//third pass
+		bokeh.push_constant.second_pass = true;
+
+		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
+		} else {
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
+		}
+
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+		RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+			//forth pass, upscale for low quality
+
+			shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
+			ERR_FAIL_COND(shader.is_null());
+
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
+
+			bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+			bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+			bokeh.push_constant.half_size = false;
+			bokeh.push_constant.second_pass = false;
+
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+		}
+	} else {
+		//circle
+
+		shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
+		ERR_FAIL_COND(shader.is_null());
+
+		//second pass
+		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+
+		static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+
+		bokeh.push_constant.steps = 0;
+		bokeh.push_constant.blur_scale = quality_scale[p_quality];
+
+		//circle always runs in half size, otherwise too expensive
+
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
+
+		bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+		bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+		bokeh.push_constant.half_size = true;
+
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+		RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+		//circle is just one pass, then upscale
+
+		// upscale
+
+		shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
+		ERR_FAIL_COND(shader.is_null());
+
+		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
+
+		bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+		bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+		bokeh.push_constant.half_size = false;
+		bokeh.push_constant.second_pass = false;
+
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+	}
+
+	RD::get_singleton()->compute_list_end();
+}
+
+void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	// setup our base push constant
+	memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+
+	bokeh.push_constant.orthogonal = p_cam_orthogonal;
+	bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
+	bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
+	bokeh.push_constant.z_far = p_cam_zfar;
+	bokeh.push_constant.z_near = p_cam_znear;
+
+	bokeh.push_constant.second_pass = false;
+	bokeh.push_constant.half_size = false;
+	bokeh.push_constant.blur_size = p_dof_blur_amount;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
+	RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
+	RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
+	RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
+	RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
+	RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
+	RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
+	RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
+	RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
+
+	if (p_dof_far || p_dof_near) {
+		if (p_dof_far) {
+			bokeh.push_constant.blur_far_active = true;
+			bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+			bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+		}
+
+		if (p_dof_near) {
+			bokeh.push_constant.blur_near_active = true;
+			bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+			bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
+		}
+
+		{
+			// generate our depth data
+			RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
+			ERR_FAIL_COND(shader.is_null());
+
+			RID framebuffer = p_buffers.base_weight_fb;
+			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
+			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_end();
+		}
+
+		if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+			// double pass approach
+			BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+
+			RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+			ERR_FAIL_COND(shader.is_null());
+
+			if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+				//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+				bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+				bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+				bokeh.push_constant.half_size = true;
+				bokeh.push_constant.blur_size *= 0.5;
+			}
+
+			static const int quality_samples[4] = { 6, 12, 12, 24 };
+			bokeh.push_constant.blur_scale = 0.5;
+			bokeh.push_constant.steps = quality_samples[p_quality];
+
+			RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+			// Pass 1
+			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
+			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_end();
+
+			// Pass 2
+			if (!bokeh.push_constant.half_size) {
+				// do not output weight, we're writing back into our base buffer
+				mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
+
+				shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+				ERR_FAIL_COND(shader.is_null());
+			}
+			bokeh.push_constant.second_pass = true;
+
+			framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
+			RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture;
+			RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1;
+
+			draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
+			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_end();
+
+			if (bokeh.push_constant.half_size) {
+				// Compose pass
+				mode = BOKEH_COMPOSITE;
+				shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+				ERR_FAIL_COND(shader.is_null());
+
+				framebuffer = p_buffers.base_fb;
+
+				draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+				RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
+				RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+				RD::get_singleton()->draw_list_draw(draw_list, true);
+				RD::get_singleton()->draw_list_end();
+			}
+
+		} else {
+			// circular is a single pass approach
+			BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
+
+			RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+			ERR_FAIL_COND(shader.is_null());
+
+			{
+				// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
+				bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+				bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+				bokeh.push_constant.half_size = true;
+				// bokeh.push_constant.blur_size *= 0.5;
+			}
+
+			static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+			bokeh.push_constant.blur_scale = quality_scale[p_quality];
+			bokeh.push_constant.steps = 0.0;
+
+			RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
+			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_end();
+
+			if (bokeh.push_constant.half_size) {
+				// Compose
+				mode = BOKEH_COMPOSITE;
+				shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
+				ERR_FAIL_COND(shader.is_null());
+
+				framebuffer = p_buffers.base_fb;
+
+				draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+				RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
+				RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+				RD::get_singleton()->draw_list_draw(draw_list, true);
+				RD::get_singleton()->draw_list_end();
+			} else {
+				CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
+			}
+		}
+	}
+}

+ 120 - 0
servers/rendering/renderer_rd/effects/bokeh_dof.h

@@ -0,0 +1,120 @@
+/*************************************************************************/
+/*  bokeh_dof.h                                                          */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef BOKEH_DOF_RD_H
+#define BOKEH_DOF_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class BokehDOF {
+private:
+	bool prefer_raster_effects;
+
+	struct BokehPushConstant {
+		uint32_t size[2];
+		float z_far;
+		float z_near;
+
+		uint32_t orthogonal;
+		float blur_size;
+		float blur_scale;
+		uint32_t steps;
+
+		uint32_t blur_near_active;
+		float blur_near_begin;
+		float blur_near_end;
+		uint32_t blur_far_active;
+
+		float blur_far_begin;
+		float blur_far_end;
+		uint32_t second_pass;
+		uint32_t half_size;
+
+		uint32_t use_jitter;
+		float jitter_seed;
+		uint32_t pad[2];
+	};
+
+	enum BokehMode {
+		BOKEH_GEN_BLUR_SIZE,
+		BOKEH_GEN_BOKEH_BOX,
+		BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
+		BOKEH_GEN_BOKEH_HEXAGONAL,
+		BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
+		BOKEH_GEN_BOKEH_CIRCULAR,
+		BOKEH_COMPOSITE,
+		BOKEH_MAX
+	};
+
+	struct Bokeh {
+		BokehPushConstant push_constant;
+		BokehDofShaderRD compute_shader;
+		BokehDofRasterShaderRD raster_shader;
+		RID shader_version;
+		RID compute_pipelines[BOKEH_MAX];
+		PipelineCacheRD raster_pipelines[BOKEH_MAX];
+	} bokeh;
+
+public:
+	struct BokehBuffers {
+		// bokeh buffers
+
+		// textures
+		Size2i base_texture_size;
+		RID base_texture;
+		RID depth_texture;
+		RID secondary_texture;
+		RID half_texture[2];
+
+		// raster only
+		RID base_fb;
+		RID secondary_fb; // with weights
+		RID half_fb[2]; // with weights
+		RID base_weight_fb;
+		RID weight_texture[4];
+	};
+
+	BokehDOF(bool p_prefer_raster_effects);
+	~BokehDOF();
+
+	void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+	void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+};
+
+} // namespace RendererRD
+
+#endif // !BOKEH_DOF_RD_H

+ 687 - 0
servers/rendering/renderer_rd/effects/copy_effects.cpp

@@ -0,0 +1,687 @@
+/*************************************************************************/
+/*  copy_effects.cpp                                                     */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "copy_effects.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+CopyEffects *CopyEffects::singleton = nullptr;
+
+CopyEffects *CopyEffects::get_singleton() {
+	return singleton;
+}
+
+CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
+	singleton = this;
+	prefer_raster_effects = p_prefer_raster_effects;
+
+	if (prefer_raster_effects) {
+		// init blur shader (on compute use copy shader)
+
+		Vector<String> blur_modes;
+		blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
+		blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
+		blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
+		blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
+		blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+
+		blur_raster.shader.initialize(blur_modes);
+		memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+		blur_raster.shader_version = blur_raster.shader.version_create();
+
+		for (int i = 0; i < BLUR_MODE_MAX; i++) {
+			blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+		}
+
+	} else {
+		// not used in clustered
+		for (int i = 0; i < BLUR_MODE_MAX; i++) {
+			blur_raster.pipelines[i].clear();
+		}
+
+		Vector<String> copy_modes;
+		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n");
+		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+		copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+		copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+		copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+		copy_modes.push_back("\n#define MODE_SET_COLOR\n");
+		copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
+		copy_modes.push_back("\n#define MODE_MIPMAP\n");
+		copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+		copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
+		copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
+
+		copy.shader.initialize(copy_modes);
+		memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+		copy.shader_version = copy.shader.version_create();
+
+		for (int i = 0; i < COPY_MODE_MAX; i++) {
+			if (copy.shader.is_variant_enabled(i)) {
+				copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+			}
+		}
+	}
+
+	{
+		Vector<String> copy_modes;
+		copy_modes.push_back("\n");
+		copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
+		copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
+		copy_modes.push_back("\n#define MULTIVIEW\n");
+		copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
+
+		copy_to_fb.shader.initialize(copy_modes);
+
+		if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+			copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false);
+			copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false);
+		}
+
+		copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+		//use additive
+
+		for (int i = 0; i < COPY_TO_FB_MAX; i++) {
+			if (copy_to_fb.shader.is_variant_enabled(i)) {
+				copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+			} else {
+				copy_to_fb.pipelines[i].clear();
+			}
+		}
+	}
+}
+
+CopyEffects::~CopyEffects() {
+	if (prefer_raster_effects) {
+		blur_raster.shader.version_free(blur_raster.shader_version);
+	} else {
+		copy.shader.version_free(copy.shader_version);
+	}
+
+	copy_to_fb.shader.version_free(copy_to_fb.shader_version);
+
+	singleton = nullptr;
+}
+
+void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_rect shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+	if (p_flip_y) {
+		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+	}
+
+	if (p_force_luminance) {
+		copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
+	}
+
+	if (p_all_source) {
+		copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+	}
+
+	if (p_alpha_to_one) {
+		copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
+	}
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_rect.size.width;
+	copy.push_constant.section[3] = p_rect.size.height;
+	copy.push_constant.target[0] = p_rect.position.x;
+	copy.push_constant.target[1] = p_rect.position.y;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+	CopyMode mode = p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_cubemap_to_panorama shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_panorama_size.width;
+	copy.push_constant.section[3] = p_panorama_size.height;
+	copy.push_constant.target[0] = 0;
+	copy.push_constant.target[1] = 0;
+	copy.push_constant.camera_z_far = p_lod;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_cube(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cube }));
+	RD::Uniform u_dest_panorama(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_panorama);
+
+	CopyMode mode = p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cube), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+	if (p_flip_y) {
+		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+	}
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_rect.size.width;
+	copy.push_constant.section[3] = p_rect.size.height;
+	copy.push_constant.target[0] = p_rect.position.x;
+	copy.push_constant.target[1] = p_rect.position.y;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+	CopyMode mode = COPY_MODE_SIMPLY_COPY_DEPTH;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+	if (p_flip_y) {
+		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+	}
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_rect.size.width;
+	copy.push_constant.section[3] = p_rect.size.height;
+	copy.push_constant.target[0] = p_rect.position.x;
+	copy.push_constant.target[1] = p_rect.position.y;
+	copy.push_constant.camera_z_far = p_z_far;
+	copy.push_constant.camera_z_near = p_z_near;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+	CopyMode mode = COPY_MODE_LINEARIZE_DEPTH;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_atlas_fb shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+	copy_to_fb.push_constant.use_section = true;
+	copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
+	copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
+	copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
+	copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
+
+	if (p_flip_y) {
+		copy_to_fb.push_constant.flip_y = true;
+	}
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+	CopyToFBMode mode = p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY;
+	RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::DrawListID draw_list = p_draw_list;
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_fb_rect shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+	if (p_flip_y) {
+		copy_to_fb.push_constant.flip_y = true;
+	}
+	if (p_force_luminance) {
+		copy_to_fb.push_constant.force_luminance = true;
+	}
+	if (p_alpha_to_zero) {
+		copy_to_fb.push_constant.alpha_to_zero = true;
+	}
+	if (p_srgb) {
+		copy_to_fb.push_constant.srgb = true;
+	}
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+	CopyToFBMode mode;
+	if (p_multiview) {
+		mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW;
+	} else {
+		mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY;
+	}
+
+	RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	if (p_secondary.is_valid()) {
+		// TODO may need to do this differently when reading from depth buffer for multiview
+		RD::Uniform u_secondary(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_secondary }));
+		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_secondary), 1);
+	}
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
+	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+	RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, BLUR_MODE_COPY);
+	ERR_FAIL_COND(shader.is_null());
+
+	// Just copy it back (we use our blur raster shader here)..
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+	copy.push_constant.section[0] = p_region.position.x;
+	copy.push_constant.section[1] = p_region.position.y;
+	copy.push_constant.section[2] = p_region.size.width;
+	copy.push_constant.section[3] = p_region.size.height;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_texture);
+
+	CopyMode mode = p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	//HORIZONTAL
+	RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3);
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+	CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
+	uint32_t base_flags = 0;
+
+	copy.push_constant.section[2] = p_size.x;
+	copy.push_constant.section[3] = p_size.y;
+
+	copy.push_constant.glow_strength = p_strength;
+	copy.push_constant.glow_bloom = p_bloom;
+	copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
+	copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+	copy.push_constant.glow_exposure = p_exposure;
+	copy.push_constant.glow_white = 0; //actually unused
+	copy.push_constant.glow_luminance_cap = p_luminance_cap;
+
+	copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_back_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_back_texture);
+
+	RID shader = copy.shader.version_get_shader(copy.shader_version, copy_mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3);
+	if (p_auto_exposure.is_valid() && p_first_pass) {
+		RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
+	}
+
+	copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+	BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+	uint32_t base_flags = 0;
+
+	blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+	blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+	blur_raster.push_constant.glow_strength = p_strength;
+	blur_raster.push_constant.glow_bloom = p_bloom;
+	blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
+	blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+	blur_raster.push_constant.glow_exposure = p_exposure;
+	blur_raster.push_constant.glow_white = 0; //actually unused
+	blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
+
+	blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+	blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half }));
+
+	RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	//HORIZONTAL
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	if (p_auto_exposure.is_valid() && p_first_pass) {
+		RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
+		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
+	}
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+	blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+
+	blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+
+	shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	//VERTICAL
+	draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+	blur_raster.push_constant.flags = base_flags;
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the make_mipmap shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_size.width;
+	copy.push_constant.section[3] = p_size.height;
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+	RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+	CopyMode mode = COPY_MODE_MIPMAP;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}
+
+void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+	BlurRasterMode mode = BLUR_MIPMAP;
+
+	blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+	blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+	RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
+	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the set_color shader with the mobile renderer.");
+
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+
+	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+	copy.push_constant.section[0] = 0;
+	copy.push_constant.section[1] = 0;
+	copy.push_constant.section[2] = p_region.size.width;
+	copy.push_constant.section[3] = p_region.size.height;
+	copy.push_constant.target[0] = p_region.position.x;
+	copy.push_constant.target[1] = p_region.position.y;
+	copy.push_constant.set_color[0] = p_color.r;
+	copy.push_constant.set_color[1] = p_color.g;
+	copy.push_constant.set_color[2] = p_color.b;
+	copy.push_constant.set_color[3] = p_color.a;
+
+	// setup our uniforms
+	RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);
+
+	CopyMode mode = p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR;
+	RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
+	ERR_FAIL_COND(shader.is_null());
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+	RD::get_singleton()->compute_list_end();
+}

+ 220 - 0
servers/rendering/renderer_rd/effects/copy_effects.h

@@ -0,0 +1,220 @@
+/*************************************************************************/
+/*  copy_effects.h                                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef COPY_RD_H
+#define COPY_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class CopyEffects {
+private:
+	bool prefer_raster_effects;
+
+	// Blur raster shader
+
+	enum BlurRasterMode {
+		BLUR_MIPMAP,
+
+		BLUR_MODE_GAUSSIAN_BLUR,
+		BLUR_MODE_GAUSSIAN_GLOW,
+		BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+		BLUR_MODE_COPY,
+
+		BLUR_MODE_MAX
+	};
+
+	enum {
+		BLUR_FLAG_HORIZONTAL = (1 << 0),
+		BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
+		BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
+	};
+
+	struct BlurRasterPushConstant {
+		float pixel_size[2];
+		uint32_t flags;
+		uint32_t pad;
+
+		//glow
+		float glow_strength;
+		float glow_bloom;
+		float glow_hdr_threshold;
+		float glow_hdr_scale;
+
+		float glow_exposure;
+		float glow_white;
+		float glow_luminance_cap;
+		float glow_auto_exposure_grey;
+
+		float luminance_multiplier;
+		float res1;
+		float res2;
+		float res3;
+	};
+
+	struct BlurRaster {
+		BlurRasterPushConstant push_constant;
+		BlurRasterShaderRD shader;
+		RID shader_version;
+		PipelineCacheRD pipelines[BLUR_MODE_MAX];
+	} blur_raster;
+
+	// Copy shader
+
+	enum CopyMode {
+		COPY_MODE_GAUSSIAN_COPY,
+		COPY_MODE_GAUSSIAN_COPY_8BIT,
+		COPY_MODE_GAUSSIAN_GLOW,
+		COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+		COPY_MODE_SIMPLY_COPY,
+		COPY_MODE_SIMPLY_COPY_8BIT,
+		COPY_MODE_SIMPLY_COPY_DEPTH,
+		COPY_MODE_SET_COLOR,
+		COPY_MODE_SET_COLOR_8BIT,
+		COPY_MODE_MIPMAP,
+		COPY_MODE_LINEARIZE_DEPTH,
+		COPY_MODE_CUBE_TO_PANORAMA,
+		COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
+		COPY_MODE_MAX,
+
+	};
+
+	enum {
+		COPY_FLAG_HORIZONTAL = (1 << 0),
+		COPY_FLAG_USE_COPY_SECTION = (1 << 1),
+		COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
+		COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
+		COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
+		COPY_FLAG_FLIP_Y = (1 << 5),
+		COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
+		COPY_FLAG_ALL_SOURCE = (1 << 7),
+		COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
+		COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
+	};
+
+	struct CopyPushConstant {
+		int32_t section[4];
+		int32_t target[2];
+		uint32_t flags;
+		uint32_t pad;
+		// Glow.
+		float glow_strength;
+		float glow_bloom;
+		float glow_hdr_threshold;
+		float glow_hdr_scale;
+
+		float glow_exposure;
+		float glow_white;
+		float glow_luminance_cap;
+		float glow_auto_exposure_grey;
+		// DOF.
+		float camera_z_far;
+		float camera_z_near;
+		uint32_t pad2[2];
+		//SET color
+		float set_color[4];
+	};
+
+	struct Copy {
+		CopyPushConstant push_constant;
+		CopyShaderRD shader;
+		RID shader_version;
+		RID pipelines[COPY_MODE_MAX];
+
+	} copy;
+
+	// Copy to FB shader
+
+	enum CopyToFBMode {
+		COPY_TO_FB_COPY,
+		COPY_TO_FB_COPY_PANORAMA_TO_DP,
+		COPY_TO_FB_COPY2,
+
+		COPY_TO_FB_MULTIVIEW,
+		COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
+		COPY_TO_FB_MAX,
+	};
+
+	struct CopyToFbPushConstant {
+		float section[4];
+		float pixel_size[2];
+		uint32_t flip_y;
+		uint32_t use_section;
+
+		uint32_t force_luminance;
+		uint32_t alpha_to_zero;
+		uint32_t srgb;
+		uint32_t pad;
+	};
+
+	struct CopyToFb {
+		CopyToFbPushConstant push_constant;
+		CopyToFbShaderRD shader;
+		RID shader_version;
+		PipelineCacheRD pipelines[COPY_TO_FB_MAX];
+
+	} copy_to_fb;
+
+	static CopyEffects *singleton;
+
+public:
+	static CopyEffects *get_singleton();
+
+	CopyEffects(bool p_prefer_raster_effects);
+	~CopyEffects();
+
+	void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
+	void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
+	void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
+	void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
+	void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
+	void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
+	void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
+
+	void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+	void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+	void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+
+	void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
+	void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
+
+	void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+};
+
+} // namespace RendererRD
+
+#endif // !COPY_RD_H

+ 3 - 26
servers/rendering/renderer_rd/effects/tone_mapper.cpp

@@ -75,28 +75,9 @@ ToneMapper::ToneMapper() {
 			}
 		}
 	}
-
-	// TODO maybe centralise this in mesh_storage?
-	{ //create index array for copy shaders
-		Vector<uint8_t> pv;
-		pv.resize(6 * 4);
-		{
-			uint8_t *w = pv.ptrw();
-			int *p32 = (int *)w;
-			p32[0] = 0;
-			p32[1] = 1;
-			p32[2] = 2;
-			p32[3] = 0;
-			p32[4] = 2;
-			p32[5] = 3;
-		}
-		index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
-		index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
-	}
 }
 
 ToneMapper::~ToneMapper() {
-	RD::get_singleton()->free(index_buffer); //array gets freed as dependency
 	tonemap.shader.version_free(tonemap.shader_version);
 }
 
@@ -154,11 +135,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
 	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 	RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 
-	RD::Uniform u_source_color;
-	u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
-	u_source_color.binding = 0;
-	u_source_color.append_id(default_sampler);
-	u_source_color.append_id(p_source_color);
+	RD::Uniform u_source_color(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_color }));
 
 	RD::Uniform u_exposure_texture;
 	u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
@@ -193,7 +170,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
 	RD::get_singleton()->draw_list_draw(draw_list, true);
@@ -273,7 +250,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
-	RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
+	RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
 	RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);

+ 0 - 3
servers/rendering/renderer_rd/effects/tone_mapper.h

@@ -96,9 +96,6 @@ private:
 		PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
 	} tonemap;
 
-	RID index_buffer;
-	RID index_array;
-
 public:
 	ToneMapper();
 	~ToneMapper();

+ 1 - 782
servers/rendering/renderer_rd/effects_rd.cpp

@@ -86,7 +86,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps)
 	u.append_id(p_texture);
 	uniforms.push_back(u);
 	// anything with the same configuration (one texture in binding 0 for set 0), is good
-	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, 0), 0);
+	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0), 0);
 
 	texture_to_uniform_set_cache[p_texture] = uniform_set;
 
@@ -252,295 +252,6 @@ void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RI
 	RD::get_singleton()->compute_list_end(compute_list);
 }
 
-void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
-	memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
-
-	copy_to_fb.push_constant.use_section = true;
-	copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
-	copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
-	copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
-	copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
-
-	if (p_flip_y) {
-		copy_to_fb.push_constant.flip_y = true;
-	}
-
-	RD::DrawListID draw_list = p_draw_list;
-	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
-	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-	RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
-	RD::get_singleton()->draw_list_draw(draw_list, true);
-}
-
-void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
-	memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
-
-	if (p_flip_y) {
-		copy_to_fb.push_constant.flip_y = true;
-	}
-	if (p_force_luminance) {
-		copy_to_fb.push_constant.force_luminance = true;
-	}
-	if (p_alpha_to_zero) {
-		copy_to_fb.push_constant.alpha_to_zero = true;
-	}
-	if (p_srgb) {
-		copy_to_fb.push_constant.srgb = true;
-	}
-
-	CopyToFBMode mode;
-	if (p_multiview) {
-		mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW;
-	} else {
-		mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY;
-	}
-
-	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
-	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
-	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
-	if (p_secondary.is_valid()) {
-		// TODO may need to do this differently when reading from depth buffer for multiview
-		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
-	}
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-	RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
-	RD::get_singleton()->draw_list_draw(draw_list, true);
-	RD::get_singleton()->draw_list_end();
-}
-
-void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-	if (p_flip_y) {
-		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
-	}
-
-	if (p_force_luminance) {
-		copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
-	}
-
-	if (p_all_source) {
-		copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
-	}
-
-	if (p_alpha_to_one) {
-		copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
-	}
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_rect.size.width;
-	copy.push_constant.section[3] = p_rect.size.height;
-	copy.push_constant.target[0] = p_rect.position.x;
-	copy.push_constant.target[1] = p_rect.position.y;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_panorama_size.width;
-	copy.push_constant.section[3] = p_panorama_size.height;
-	copy.push_constant.target[0] = 0;
-	copy.push_constant.target[1] = 0;
-	copy.push_constant.camera_z_far = p_lod;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-	if (p_flip_y) {
-		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
-	}
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_rect.size.width;
-	copy.push_constant.section[3] = p_rect.size.height;
-	copy.push_constant.target[0] = p_rect.position.x;
-	copy.push_constant.target[1] = p_rect.position.y;
-	copy.push_constant.camera_z_far = p_z_far;
-	copy.push_constant.camera_z_near = p_z_near;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-	if (p_flip_y) {
-		copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
-	}
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_rect.size.width;
-	copy.push_constant.section[3] = p_rect.size.height;
-	copy.push_constant.target[0] = p_rect.position.x;
-	copy.push_constant.target[1] = p_rect.position.y;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_region.size.width;
-	copy.push_constant.section[3] = p_region.size.height;
-	copy.push_constant.target[0] = p_region.position.x;
-	copy.push_constant.target[1] = p_region.position.y;
-	copy.push_constant.set_color[0] = p_color.r;
-	copy.push_constant.set_color[1] = p_color.g;
-	copy.push_constant.set_color[2] = p_color.b;
-	copy.push_constant.set_color[3] = p_color.a;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
-	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
-
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-	copy.push_constant.section[0] = p_region.position.x;
-	copy.push_constant.section[1] = p_region.position.y;
-	copy.push_constant.section[2] = p_region.size.width;
-	copy.push_constant.section[3] = p_region.size.height;
-
-	//HORIZONTAL
-	RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
-
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
-
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
-	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
-
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-	CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
-	uint32_t base_flags = 0;
-
-	copy.push_constant.section[2] = p_size.x;
-	copy.push_constant.section[3] = p_size.y;
-
-	copy.push_constant.glow_strength = p_strength;
-	copy.push_constant.glow_bloom = p_bloom;
-	copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
-	copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
-	copy.push_constant.glow_exposure = p_exposure;
-	copy.push_constant.glow_white = 0; //actually unused
-	copy.push_constant.glow_luminance_cap = p_luminance_cap;
-
-	copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
-	if (p_auto_exposure.is_valid() && p_first_pass) {
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
-	}
-
-	copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
-	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
-
-	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-
-	BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
-	uint32_t base_flags = 0;
-
-	blur_raster.push_constant.pixel_size[0] = p_pixel_size.x;
-	blur_raster.push_constant.pixel_size[1] = p_pixel_size.y;
-
-	blur_raster.push_constant.glow_strength = p_strength;
-	blur_raster.push_constant.glow_bloom = p_bloom;
-	blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
-	blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
-	blur_raster.push_constant.glow_exposure = p_exposure;
-	blur_raster.push_constant.glow_white = 0; //actually unused
-	blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
-
-	blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
-
-	//HORIZONTAL
-	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
-	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
-	if (p_auto_exposure.is_valid() && p_first_pass) {
-		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
-	}
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-	blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
-	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
-	RD::get_singleton()->draw_list_draw(draw_list, true);
-	RD::get_singleton()->draw_list_end();
-
-	blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
-
-	//VERTICAL
-	draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
-	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-	blur_raster.push_constant.flags = base_flags;
-	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
-	RD::get_singleton()->draw_list_draw(draw_list, true);
-	RD::get_singleton()->draw_list_end();
-}
-
 void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
 	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
 
@@ -733,43 +444,6 @@ void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_bas
 	RD::get_singleton()->draw_list_end();
 }
 
-void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
-	memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-	copy.push_constant.section[0] = 0;
-	copy.push_constant.section[1] = 0;
-	copy.push_constant.section[2] = p_size.width;
-	copy.push_constant.section[3] = p_size.height;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
-	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
-
-	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-
-	BlurRasterMode mode = BLUR_MIPMAP;
-
-	blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
-	blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
-
-	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
-	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
-	RD::get_singleton()->draw_list_draw(draw_list, true);
-	RD::get_singleton()->draw_list_end();
-}
-
 void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
 	CopyToDPPushConstant push_constant;
 	push_constant.screen_rect[0] = p_rect.position.x;
@@ -865,332 +539,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_
 	}
 }
 
-void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
-	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer.");
-
-	bokeh.push_constant.blur_far_active = p_dof_far;
-	bokeh.push_constant.blur_far_begin = p_dof_far_begin;
-	bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
-
-	bokeh.push_constant.blur_near_active = p_dof_near;
-	bokeh.push_constant.blur_near_begin = p_dof_near_begin;
-	bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
-	bokeh.push_constant.use_jitter = p_use_jitter;
-	bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
-
-	bokeh.push_constant.z_near = p_cam_znear;
-	bokeh.push_constant.z_far = p_cam_zfar;
-	bokeh.push_constant.orthogonal = p_cam_orthogonal;
-	bokeh.push_constant.blur_size = p_bokeh_size;
-
-	bokeh.push_constant.second_pass = false;
-	bokeh.push_constant.half_size = false;
-
-	bokeh.push_constant.blur_scale = 0.5;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
-	/* FIRST PASS */
-	// The alpha channel of the source color texture is filled with the expected circle size
-	// If used for DOF far, the size is positive, if used for near, its negative.
-
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
-
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1);
-
-	bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
-	bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
-
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
-	RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-	if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
-		//second pass
-		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
-
-		static const int quality_samples[4] = { 6, 12, 12, 24 };
-
-		bokeh.push_constant.steps = quality_samples[p_quality];
-
-		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
-			//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
-
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
-
-			bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
-			bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
-			bokeh.push_constant.half_size = true;
-			bokeh.push_constant.blur_size *= 0.5;
-
-		} else {
-			//medium and high quality use full size
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
-		}
-
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
-		RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-		//third pass
-		bokeh.push_constant.second_pass = true;
-
-		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
-		} else {
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1);
-		}
-
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
-		RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-		if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
-			//forth pass, upscale for low quality
-
-			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
-
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1);
-
-			bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
-			bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
-			bokeh.push_constant.half_size = false;
-			bokeh.push_constant.second_pass = false;
-
-			RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-			RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
-		}
-	} else {
-		//circle
-
-		//second pass
-		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
-
-		static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
-
-		bokeh.push_constant.steps = 0;
-		bokeh.push_constant.blur_scale = quality_scale[p_quality];
-
-		//circle always runs in half size, otherwise too expensive
-
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
-
-		bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
-		bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
-		bokeh.push_constant.half_size = true;
-
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
-		RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-		//circle is just one pass, then upscale
-
-		// upscale
-
-		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
-
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
-
-		bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
-		bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
-		bokeh.push_constant.half_size = false;
-		bokeh.push_constant.second_pass = false;
-
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
-	}
-
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
-	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer.");
-
-	memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
-
-	bokeh.push_constant.orthogonal = p_cam_orthogonal;
-	bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
-	bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
-	bokeh.push_constant.z_far = p_cam_zfar;
-	bokeh.push_constant.z_near = p_cam_znear;
-
-	bokeh.push_constant.second_pass = false;
-	bokeh.push_constant.half_size = false;
-	bokeh.push_constant.blur_size = p_dof_blur_amount;
-
-	if (p_dof_far || p_dof_near) {
-		if (p_dof_far) {
-			bokeh.push_constant.blur_far_active = true;
-			bokeh.push_constant.blur_far_begin = p_dof_far_begin;
-			bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
-		}
-
-		if (p_dof_near) {
-			bokeh.push_constant.blur_near_active = true;
-			bokeh.push_constant.blur_near_begin = p_dof_near_begin;
-			bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
-		}
-
-		{
-			// generate our depth data
-			RID framebuffer = p_buffers.base_weight_fb;
-			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-			RD::get_singleton()->draw_list_draw(draw_list, true);
-			RD::get_singleton()->draw_list_end();
-		}
-
-		if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
-			// double pass approach
-			BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
-
-			if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
-				//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
-				bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
-				bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
-				bokeh.push_constant.half_size = true;
-				bokeh.push_constant.blur_size *= 0.5;
-			}
-
-			static const int quality_samples[4] = { 6, 12, 12, 24 };
-			bokeh.push_constant.blur_scale = 0.5;
-			bokeh.push_constant.steps = quality_samples[p_quality];
-
-			RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
-
-			// Pass 1
-			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-			RD::get_singleton()->draw_list_draw(draw_list, true);
-			RD::get_singleton()->draw_list_end();
-
-			// Pass 2
-			if (!bokeh.push_constant.half_size) {
-				// do not output weight, we're writing back into our base buffer
-				mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
-			}
-			bokeh.push_constant.second_pass = true;
-
-			framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
-			RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture;
-			RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1];
-
-			draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0);
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-			RD::get_singleton()->draw_list_draw(draw_list, true);
-			RD::get_singleton()->draw_list_end();
-
-			if (bokeh.push_constant.half_size) {
-				// Compose pass
-				mode = BOKEH_COMPOSITE;
-				framebuffer = p_buffers.base_fb;
-
-				draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-				RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0);
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1);
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
-				RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-				RD::get_singleton()->draw_list_draw(draw_list, true);
-				RD::get_singleton()->draw_list_end();
-			}
-
-		} else {
-			// circular is a single pass approach
-			BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
-
-			{
-				// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
-				bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
-				bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
-				bokeh.push_constant.half_size = true;
-				// bokeh.push_constant.blur_size *= 0.5;
-			}
-
-			static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
-			bokeh.push_constant.blur_scale = quality_scale[p_quality];
-			bokeh.push_constant.steps = 0.0;
-
-			RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
-
-			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-			RD::get_singleton()->draw_list_draw(draw_list, true);
-			RD::get_singleton()->draw_list_end();
-
-			if (bokeh.push_constant.half_size) {
-				// Compose
-				mode = BOKEH_COMPOSITE;
-				framebuffer = p_buffers.base_fb;
-
-				draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-				RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0);
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1);
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
-				RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
-				RD::get_singleton()->draw_list_draw(draw_list, true);
-				RD::get_singleton()->draw_list_end();
-			} else {
-				// Just copy it back (we use our blur raster shader here)..
-				draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-				RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb)));
-				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0);
-				RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-				memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-				RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
-
-				RD::get_singleton()->draw_list_draw(draw_list, true);
-				RD::get_singleton()->draw_list_end();
-			}
-		}
-	}
-}
-
 void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
 	// Downsample and deinterleave the depth buffer for SSAO and SSIL
 	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -2152,94 +1500,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
 
 	prefer_raster_effects = p_prefer_raster_effects;
 
-	if (prefer_raster_effects) {
-		// init blur shader (on compute use copy shader)
-
-		Vector<String> blur_modes;
-		blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
-		blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
-		blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
-		blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
-		blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
-
-		blur_raster.shader.initialize(blur_modes);
-		memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
-		blur_raster.shader_version = blur_raster.shader.version_create();
-
-		for (int i = 0; i < BLUR_MODE_MAX; i++) {
-			blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
-		}
-
-	} else {
-		// not used in clustered
-		for (int i = 0; i < BLUR_MODE_MAX; i++) {
-			blur_raster.pipelines[i].clear();
-		}
-	}
-
-	if (!prefer_raster_effects) { // Initialize copy
-		Vector<String> copy_modes;
-		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
-		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
-		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n");
-		copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
-		copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
-		copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
-		copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
-		copy_modes.push_back("\n#define MODE_SET_COLOR\n");
-		copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
-		copy_modes.push_back("\n#define MODE_MIPMAP\n");
-		copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
-		copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
-		copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
-
-		copy.shader.initialize(copy_modes);
-		memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
-
-		if (prefer_raster_effects) {
-			// disable shaders we can't use
-			copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false);
-			copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false);
-			copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false);
-			copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false);
-		}
-
-		copy.shader_version = copy.shader.version_create();
-
-		for (int i = 0; i < COPY_MODE_MAX; i++) {
-			if (copy.shader.is_variant_enabled(i)) {
-				copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
-			}
-		}
-	}
-	{
-		Vector<String> copy_modes;
-		copy_modes.push_back("\n");
-		copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
-		copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
-		copy_modes.push_back("\n#define MULTIVIEW\n");
-		copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
-
-		copy_to_fb.shader.initialize(copy_modes);
-
-		if (!RendererCompositorRD::singleton->is_xr_enabled()) {
-			copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false);
-			copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false);
-		}
-
-		copy_to_fb.shader_version = copy_to_fb.shader.version_create();
-
-		//use additive
-
-		for (int i = 0; i < COPY_TO_FB_MAX; i++) {
-			if (copy_to_fb.shader.is_variant_enabled(i)) {
-				copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
-			} else {
-				copy_to_fb.pipelines[i].clear();
-			}
-		}
-	}
-
 	{
 		// Initialize roughness
 		Vector<String> cubemap_roughness_modes;
@@ -2311,42 +1571,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
 		cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
 	}
 
-	// Initialize bokeh
-	Vector<String> bokeh_modes;
-	bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
-	bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
-	bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
-	bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
-	bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
-	bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
-	bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
-	if (prefer_raster_effects) {
-		bokeh.raster_shader.initialize(bokeh_modes);
-
-		bokeh.shader_version = bokeh.raster_shader.version_create();
-
-		const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
-		for (int i = 0; i < BOKEH_MAX; i++) {
-			RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
-			bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
-		}
-	} else {
-		bokeh.compute_shader.initialize(bokeh_modes);
-		bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
-		bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
-		bokeh.shader_version = bokeh.compute_shader.version_create();
-
-		for (int i = 0; i < BOKEH_MAX; i++) {
-			if (bokeh.compute_shader.is_variant_enabled(i)) {
-				bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
-			}
-		}
-
-		for (int i = 0; i < BOKEH_MAX; i++) {
-			bokeh.raster_pipelines[i].clear();
-		}
-	}
-
 	if (!prefer_raster_effects) {
 		{
 			// Initialize depth buffer for screen space effects
@@ -2837,21 +2061,17 @@ EffectsRD::~EffectsRD() {
 
 	FSR_upscale.shader.version_free(FSR_upscale.shader_version);
 	if (prefer_raster_effects) {
-		blur_raster.shader.version_free(blur_raster.shader_version);
-		bokeh.raster_shader.version_free(blur_raster.shader_version);
 		luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
 		roughness.raster_shader.version_free(roughness.shader_version);
 		cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
 		filter.raster_shader.version_free(filter.shader_version);
 	} else {
-		bokeh.compute_shader.version_free(bokeh.shader_version);
 		luminance_reduce.shader.version_free(luminance_reduce.shader_version);
 		roughness.compute_shader.version_free(roughness.shader_version);
 		cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
 		filter.compute_shader.version_free(filter.shader_version);
 	}
 	if (!prefer_raster_effects) {
-		copy.shader.version_free(copy.shader_version);
 		resolve.shader.version_free(resolve.shader_version);
 		specular_merge.shader.version_free(specular_merge.shader_version);
 		ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
@@ -2875,7 +2095,6 @@ EffectsRD::~EffectsRD() {
 		RD::get_singleton()->free(ssil.importance_map_load_counter);
 		RD::get_singleton()->free(ssil.projection_uniform_buffer);
 	}
-	copy_to_fb.shader.version_free(copy_to_fb.shader_version);
 	cube_to_dp.shader.version_free(cube_to_dp.shader_version);
 	sort.shader.version_free(sort.shader_version);
 }

+ 0 - 217
servers/rendering/renderer_rd/effects_rd.h

@@ -33,11 +33,6 @@
 
 #include "core/math/camera_matrix.h"
 #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
@@ -95,140 +90,6 @@ private:
 		RID pipeline;
 	} FSR_upscale;
 
-	enum BlurRasterMode {
-		BLUR_MIPMAP,
-
-		BLUR_MODE_GAUSSIAN_BLUR,
-		BLUR_MODE_GAUSSIAN_GLOW,
-		BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
-		BLUR_MODE_COPY,
-
-		BLUR_MODE_MAX
-	};
-
-	enum {
-		BLUR_FLAG_HORIZONTAL = (1 << 0),
-		BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
-		BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
-	};
-
-	struct BlurRasterPushConstant {
-		float pixel_size[2];
-		uint32_t flags;
-		uint32_t pad;
-
-		//glow
-		float glow_strength;
-		float glow_bloom;
-		float glow_hdr_threshold;
-		float glow_hdr_scale;
-
-		float glow_exposure;
-		float glow_white;
-		float glow_luminance_cap;
-		float glow_auto_exposure_grey;
-	};
-
-	struct BlurRaster {
-		BlurRasterPushConstant push_constant;
-		BlurRasterShaderRD shader;
-		RID shader_version;
-		PipelineCacheRD pipelines[BLUR_MODE_MAX];
-	} blur_raster;
-
-	enum CopyMode {
-		COPY_MODE_GAUSSIAN_COPY,
-		COPY_MODE_GAUSSIAN_COPY_8BIT,
-		COPY_MODE_GAUSSIAN_GLOW,
-		COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
-		COPY_MODE_SIMPLY_COPY,
-		COPY_MODE_SIMPLY_COPY_8BIT,
-		COPY_MODE_SIMPLY_COPY_DEPTH,
-		COPY_MODE_SET_COLOR,
-		COPY_MODE_SET_COLOR_8BIT,
-		COPY_MODE_MIPMAP,
-		COPY_MODE_LINEARIZE_DEPTH,
-		COPY_MODE_CUBE_TO_PANORAMA,
-		COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
-		COPY_MODE_MAX,
-
-	};
-
-	enum {
-		COPY_FLAG_HORIZONTAL = (1 << 0),
-		COPY_FLAG_USE_COPY_SECTION = (1 << 1),
-		COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
-		COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
-		COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
-		COPY_FLAG_FLIP_Y = (1 << 5),
-		COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
-		COPY_FLAG_ALL_SOURCE = (1 << 7),
-		COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
-		COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
-	};
-
-	struct CopyPushConstant {
-		int32_t section[4];
-		int32_t target[2];
-		uint32_t flags;
-		uint32_t pad;
-		// Glow.
-		float glow_strength;
-		float glow_bloom;
-		float glow_hdr_threshold;
-		float glow_hdr_scale;
-
-		float glow_exposure;
-		float glow_white;
-		float glow_luminance_cap;
-		float glow_auto_exposure_grey;
-		// DOF.
-		float camera_z_far;
-		float camera_z_near;
-		uint32_t pad2[2];
-		//SET color
-		float set_color[4];
-	};
-
-	struct Copy {
-		CopyPushConstant push_constant;
-		CopyShaderRD shader;
-		RID shader_version;
-		RID pipelines[COPY_MODE_MAX];
-
-	} copy;
-
-	enum CopyToFBMode {
-		COPY_TO_FB_COPY,
-		COPY_TO_FB_COPY_PANORAMA_TO_DP,
-		COPY_TO_FB_COPY2,
-
-		COPY_TO_FB_MULTIVIEW,
-		COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
-		COPY_TO_FB_MAX,
-
-	};
-
-	struct CopyToFbPushConstant {
-		float section[4];
-		float pixel_size[2];
-		uint32_t flip_y;
-		uint32_t use_section;
-
-		uint32_t force_luminance;
-		uint32_t alpha_to_zero;
-		uint32_t srgb;
-		uint32_t pad;
-	};
-
-	struct CopyToFb {
-		CopyToFbPushConstant push_constant;
-		CopyToFbShaderRD shader;
-		RID shader_version;
-		PipelineCacheRD pipelines[COPY_TO_FB_MAX];
-
-	} copy_to_fb;
-
 	struct CubemapRoughnessPushConstant {
 		uint32_t face_id;
 		uint32_t sample_count;
@@ -305,51 +166,6 @@ private:
 		PipelineCacheRD pipeline;
 	} cube_to_dp;
 
-	struct BokehPushConstant {
-		uint32_t size[2];
-		float z_far;
-		float z_near;
-
-		uint32_t orthogonal;
-		float blur_size;
-		float blur_scale;
-		uint32_t steps;
-
-		uint32_t blur_near_active;
-		float blur_near_begin;
-		float blur_near_end;
-		uint32_t blur_far_active;
-
-		float blur_far_begin;
-		float blur_far_end;
-		uint32_t second_pass;
-		uint32_t half_size;
-
-		uint32_t use_jitter;
-		float jitter_seed;
-		uint32_t pad[2];
-	};
-
-	enum BokehMode {
-		BOKEH_GEN_BLUR_SIZE,
-		BOKEH_GEN_BOKEH_BOX,
-		BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
-		BOKEH_GEN_BOKEH_HEXAGONAL,
-		BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
-		BOKEH_GEN_BOKEH_CIRCULAR,
-		BOKEH_COMPOSITE,
-		BOKEH_MAX
-	};
-
-	struct Bokeh {
-		BokehPushConstant push_constant;
-		BokehDofShaderRD compute_shader;
-		BokehDofRasterShaderRD raster_shader;
-		RID shader_version;
-		RID compute_pipelines[BOKEH_MAX];
-		PipelineCacheRD raster_pipelines[BOKEH_MAX];
-	} bokeh;
-
 	struct SSEffectsDownsamplePushConstant {
 		float pixel_size[2];
 		float z_far;
@@ -838,46 +654,13 @@ public:
 	bool get_prefer_raster_effects();
 
 	void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
-	void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
-	void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
-	void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
-	void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
-	void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
-	void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
-	void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
-	void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
-	void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
-	void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
 
 	void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
 	void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
-	void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
-	void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
 	void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
 	void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
 	void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
 
-	struct BokehBuffers {
-		// bokeh buffers
-
-		// textures
-		Size2i base_texture_size;
-		RID base_texture;
-		RID depth_texture;
-		RID secondary_texture;
-		RID half_texture[2];
-
-		// raster only
-		RID base_fb;
-		RID secondary_fb; // with weights
-		RID half_fb[2]; // with weights
-		RID base_weight_fb;
-		RID weight_texture[4];
-	};
-
-	void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
-	void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
-
 	struct SSAOSettings {
 		float radius = 1.0;
 		float intensity = 2.0;

+ 2 - 1
servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp

@@ -1115,6 +1115,7 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
 void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
 
 	if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
 		Vector<RD::Uniform> uniforms;
@@ -1251,7 +1252,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
 	RD::get_singleton()->compute_list_end();
 
 	Size2 rtsize = texture_storage->render_target_get_size(p_render_target);
-	storage->get_effects()->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
+	copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
 }
 
 void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {

+ 195 - 130
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -1556,8 +1556,6 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
 
 	uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
 
-	// TODO make sure texture_create_shared_from_slice works for multiview
-
 	RD::TextureFormat tf;
 	tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 	tf.width = rb->internal_width;
@@ -1583,55 +1581,63 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
 	tf.mipmaps--;
 	rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
 
-	int base_width = rb->internal_width;
-	int base_height = rb->internal_height;
+	for (uint32_t l = 0; l < rb->view_count; l++) {
+		RenderBuffers::Blur::Layer ll[2];
+		int base_width = rb->internal_width;
+		int base_height = rb->internal_height;
 
-	for (uint32_t i = 0; i < mipmaps_required; i++) {
-		RenderBuffers::Blur::Mipmap mm;
-		mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
+		for (uint32_t i = 0; i < mipmaps_required; i++) {
+			RenderBuffers::Blur::Mipmap mm;
+			mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
 
-		mm.width = base_width;
-		mm.height = base_height;
+			mm.width = base_width;
+			mm.height = base_height;
 
-		if (!_render_buffers_can_be_storage()) {
-			Vector<RID> fb;
-			fb.push_back(mm.texture);
-
-			mm.fb = RD::get_singleton()->framebuffer_create(fb);
-		}
+			if (!_render_buffers_can_be_storage()) {
+				Vector<RID> fb;
+				fb.push_back(mm.texture);
 
-		if (!_render_buffers_can_be_storage()) {
-			// and half texture, this is an intermediate result so just allocate a texture, is this good enough?
-			tf.width = MAX(1, base_width >> 1);
-			tf.height = base_height;
-			tf.mipmaps = 1; // 1 or 0?
+				mm.fb = RD::get_singleton()->framebuffer_create(fb);
+			}
 
-			mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+			if (!_render_buffers_can_be_storage()) {
+				// and half texture, this is an intermediate result so just allocate a texture, is this good enough?
+				tf.width = MAX(1, base_width >> 1);
+				tf.height = base_height;
+				tf.texture_type = RD::TEXTURE_TYPE_2D;
+				tf.array_layers = 1;
+				tf.mipmaps = 1;
+
+				mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+				Vector<RID> half_fb;
+				half_fb.push_back(mm.half_texture);
+				mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
+			}
 
-			Vector<RID> half_fb;
-			half_fb.push_back(mm.half_texture);
-			mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
-		}
+			ll[0].mipmaps.push_back(mm);
 
-		rb->blur[0].mipmaps.push_back(mm);
+			if (i > 0) {
+				mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
 
-		if (i > 0) {
-			mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
+				if (!_render_buffers_can_be_storage()) {
+					Vector<RID> fb;
+					fb.push_back(mm.texture);
 
-			if (!_render_buffers_can_be_storage()) {
-				Vector<RID> fb;
-				fb.push_back(mm.texture);
+					mm.fb = RD::get_singleton()->framebuffer_create(fb);
 
-				mm.fb = RD::get_singleton()->framebuffer_create(fb);
+					// We can re-use the half texture here as it is an intermediate result
+				}
 
-				// We can re-use the half texture here as it is an intermediate result
+				ll[1].mipmaps.push_back(mm);
 			}
 
-			rb->blur[1].mipmaps.push_back(mm);
+			base_width = MAX(1, base_width >> 1);
+			base_height = MAX(1, base_height >> 1);
 		}
 
-		base_width = MAX(1, base_width >> 1);
-		base_height = MAX(1, base_height >> 1);
+		rb->blur[0].layers.push_back(ll[0]);
+		rb->blur[1].layers.push_back(ll[1]);
 	}
 
 	if (!_render_buffers_can_be_storage()) {
@@ -1640,21 +1646,19 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
 		tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
 		tf.width = rb->internal_width;
 		tf.height = rb->internal_height;
-		tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
-		tf.array_layers = rb->view_count;
+		tf.texture_type = RD::TEXTURE_TYPE_2D;
+		tf.array_layers = 1; // Our DOF effect handles one eye per turn
 		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
 		tf.mipmaps = 1;
 		for (uint32_t i = 0; i < 4; i++) {
 			// associated blur texture
 			RID texture;
-			if (i == 0) {
-				texture = rb->texture;
-			} else if (i == 1) {
-				texture = rb->blur[0].mipmaps[0].texture;
+			if (i == 1) {
+				texture = rb->blur[0].layers[0].mipmaps[0].texture;
 			} else if (i == 2) {
-				texture = rb->blur[1].mipmaps[0].texture;
+				texture = rb->blur[1].layers[0].mipmaps[0].texture;
 			} else if (i == 3) {
-				texture = rb->blur[0].mipmaps[1].texture;
+				texture = rb->blur[0].layers[0].mipmaps[1].texture;
 			}
 
 			// create weight texture
@@ -1662,7 +1666,9 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
 
 			// create frame buffer
 			Vector<RID> fb;
-			fb.push_back(texture);
+			if (i != 0) {
+				fb.push_back(texture);
+			}
 			fb.push_back(rb->weight_buffers[i].weight);
 			rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
 
@@ -1672,13 +1678,6 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
 				tf.height = MAX(1u, tf.height >> 1);
 			}
 		}
-
-		{
-			// and finally an FB for just our base weights
-			Vector<RID> fb;
-			fb.push_back(rb->weight_buffers[0].weight);
-			rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
-		}
 	}
 }
 
@@ -1765,6 +1764,21 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
 }
 
 void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
+	if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
+		for (int i = 0; i < rb->views.size(); i++) {
+			if (rb->views[i].view_fb.is_valid()) {
+				RD::get_singleton()->free(rb->views[i].view_fb);
+			}
+			if (rb->views[i].view_texture.is_valid()) {
+				RD::get_singleton()->free(rb->views[i].view_texture);
+			}
+			if (rb->views[i].view_depth.is_valid()) {
+				RD::get_singleton()->free(rb->views[i].view_depth);
+			}
+		}
+	}
+	rb->views.clear();
+
 	if (rb->texture_fb.is_valid()) {
 		RD::get_singleton()->free(rb->texture_fb);
 		rb->texture_fb = RID();
@@ -1813,24 +1827,26 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
 	}
 
 	for (int i = 0; i < 2; i++) {
-		for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
-			// do we free the texture slice here? or is it enough to free the main texture?
+		for (int l = 0; l < rb->blur[i].layers.size(); l++) {
+			for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
+				// do we free the texture slice here? or is it enough to free the main texture?
 
-			// do free the mobile extra stuff
-			if (rb->blur[i].mipmaps[m].fb.is_valid()) {
-				RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
-			}
-			// texture and framebuffer in both blur mipmaps are shared, so only free from the first one
-			if (i == 0) {
-				if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
-					RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
+				// do free the mobile extra stuff
+				if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
+					RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
 				}
-				if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
-					RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+				// texture and framebuffer in both blur mipmaps are shared, so only free from the first one
+				if (i == 0) {
+					if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
+						RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
+					}
+					if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
+						RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
+					}
 				}
 			}
 		}
-		rb->blur[i].mipmaps.clear();
+		rb->blur[i].layers.clear();
 
 		if (rb->blur[i].texture.is_valid()) {
 			RD::get_singleton()->free(rb->blur[i].texture);
@@ -1998,8 +2014,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
 		_allocate_blur_textures(rb);
 	}
 
-	storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
-	storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].mipmaps[1].texture);
+	storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
+	storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture);
 }
 
 void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
@@ -2295,14 +2311,14 @@ void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
 	ERR_FAIL_COND(!rb);
 
 	if (rb->ss_effects.last_frame.is_valid()) {
-		storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
+		copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
 
 		int width = rb->width;
 		int height = rb->height;
 		for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
 			width = MAX(1, width >> 1);
 			height = MAX(1, height >> 1);
-			storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
+			copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
 		}
 	}
 }
@@ -2317,19 +2333,19 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
 		_allocate_blur_textures(rb);
 	}
 
-	// @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
-
 	bool can_use_storage = _render_buffers_can_be_storage();
 
-	if (can_use_storage) {
-		storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
-		for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
-			storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
-		}
-	} else {
-		storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
-		for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
-			storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+	for (uint32_t v = 0; v < rb->view_count; v++) {
+		if (can_use_storage) {
+			copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
+			for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
+				copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
+			}
+		} else {
+			copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
+			for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
+				copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
+			}
 		}
 	}
 
@@ -2351,9 +2367,9 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
 	bool can_use_storage = _render_buffers_can_be_storage();
 
 	if (can_use_storage) {
-		storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
+		copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
 	} else {
-		storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
+		copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
 	}
 
 	RD::get_singleton()->draw_command_end_label();
@@ -2371,30 +2387,33 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 	bool can_use_effects = rb->width >= 8 && rb->height >= 8;
 	bool can_use_storage = _render_buffers_can_be_storage();
 
-	// @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
-
 	if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
 		RD::get_singleton()->draw_command_begin_label("DOF");
 		if (rb->blur[0].texture.is_null()) {
 			_allocate_blur_textures(rb);
 		}
 
-		EffectsRD::BokehBuffers buffers;
+		RendererRD::BokehDOF::BokehBuffers buffers;
 
 		// Textures we use
 		buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
-		buffers.base_texture = rb->internal_texture;
-		buffers.depth_texture = rb->depth_texture;
-		buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
-		buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
-		buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
+		buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
+		buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
+		buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
 
 		float bokeh_size = camfx->dof_blur_amount * 64.0;
 		if (can_use_storage) {
-			storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
+			for (uint32_t i = 0; i < rb->view_count; i++) {
+				buffers.base_texture = rb->views[i].view_texture;
+				buffers.depth_texture = rb->views[i].view_depth;
+
+				// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+				float z_near = p_render_data->view_projection[i].get_z_near();
+				float z_far = p_render_data->view_projection[i].get_z_far();
+				bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
+			};
 		} else {
 			// Set framebuffers.
-			buffers.base_fb = rb->texture_fb;
 			buffers.secondary_fb = rb->weight_buffers[1].fb;
 			buffers.half_fb[0] = rb->weight_buffers[2].fb;
 			buffers.half_fb[1] = rb->weight_buffers[3].fb;
@@ -2404,9 +2423,18 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 			buffers.weight_texture[3] = rb->weight_buffers[3].weight;
 
 			// Set weight buffers.
-			buffers.base_weight_fb = rb->base_weight_fb;
+			buffers.base_weight_fb = rb->weight_buffers[0].fb;
+
+			for (uint32_t i = 0; i < rb->view_count; i++) {
+				buffers.base_texture = rb->views[i].view_texture;
+				buffers.depth_texture = rb->views[i].view_depth;
+				buffers.base_fb = rb->views[i].view_fb;
 
-			storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
+				// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+				float z_near = p_render_data->view_projection[i].get_z_near();
+				float z_far = p_render_data->view_projection[i].get_z_far();
+				bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
+			}
 		}
 		RD::get_singleton()->draw_command_end_label();
 	}
@@ -2449,33 +2477,36 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 
 		for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
 			if (env->glow_levels[i] > 0.0) {
-				if (i >= rb->blur[1].mipmaps.size()) {
-					max_glow_level = rb->blur[1].mipmaps.size() - 1;
+				if (i >= rb->blur[1].layers[0].mipmaps.size()) {
+					max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
 				} else {
 					max_glow_level = i;
 				}
 			}
 		}
 
-		for (int i = 0; i < (max_glow_level + 1); i++) {
-			int vp_w = rb->blur[1].mipmaps[i].width;
-			int vp_h = rb->blur[1].mipmaps[i].height;
+		float luminance_multiplier = _render_buffers_get_luminance_multiplier();
+		for (uint32_t l = 0; l < rb->view_count; l++) {
+			for (int i = 0; i < (max_glow_level + 1); i++) {
+				int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
+				int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
 
-			if (i == 0) {
-				RID luminance_texture;
-				if (env->auto_exposure && rb->luminance.current.is_valid()) {
-					luminance_texture = rb->luminance.current;
-				}
-				if (can_use_storage) {
-					storage->get_effects()->gaussian_glow(rb->internal_texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
-				} else {
-					storage->get_effects()->gaussian_glow_raster(rb->internal_texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
-				}
-			} else {
-				if (can_use_storage) {
-					storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+				if (i == 0) {
+					RID luminance_texture;
+					if (env->auto_exposure && rb->luminance.current.is_valid()) {
+						luminance_texture = rb->luminance.current;
+					}
+					if (can_use_storage) {
+						copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+					} else {
+						copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+					}
 				} else {
-					storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
+					if (can_use_storage) {
+						copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+					} else {
+						copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+					}
 				}
 			}
 		}
@@ -2503,8 +2534,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 			for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
 				tonemap.glow_levels[i] = env->glow_levels[i];
 			}
-			tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
-			tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
+			tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
+			tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
 			tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
 			tonemap.glow_texture = rb->blur[1].texture;
 			if (env->glow_map.is_valid()) {
@@ -2652,7 +2683,6 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
 
 void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
-	EffectsRD *effects = storage->get_effects();
 
 	RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
 	ERR_FAIL_COND(!rb);
@@ -2666,7 +2696,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
 			}
 
 			Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
-			effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+			copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
 		}
 	}
 
@@ -2675,7 +2705,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
 			RID shadow_atlas_texture = directional_shadow_get_texture();
 			Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
 
-			effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+			copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
 		}
 	}
 
@@ -2685,7 +2715,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
 		if (decal_atlas.is_valid()) {
 			Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
 
-			effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
+			copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
 		}
 	}
 
@@ -2693,36 +2723,36 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
 		if (rb->luminance.current.is_valid()) {
 			Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
 
-			effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
+			copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
 		}
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
 		Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
-		effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+		copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
 		Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
-		effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
+		copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
 		Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
-		effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
+		copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
 		Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
 		RID ambient_texture = rb->ambient_buffer;
 		RID reflection_texture = rb->reflection_buffer;
-		effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
+		copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
 		if (p_occlusion_buffer.is_valid()) {
 			Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
-			effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
+			copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
 		}
 	}
 }
@@ -3035,12 +3065,38 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
 		rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
 	}
 
-	if (!_render_buffers_can_be_storage()) {
-		// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
-		Vector<RID> fb;
-		fb.push_back(rb->internal_texture);
+	{
+		if (!_render_buffers_can_be_storage()) {
+			// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
+			Vector<RID> fb;
+			fb.push_back(rb->internal_texture);
+
+			rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+		}
 
-		rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+		rb->views.clear(); // JIC
+		if (rb->view_count == 1) {
+			// copy as a convenience
+			RenderBuffers::View view;
+			view.view_texture = rb->internal_texture;
+			view.view_depth = rb->depth_texture;
+			view.view_fb = rb->texture_fb;
+			rb->views.push_back(view);
+		} else {
+			for (uint32_t i = 0; i < rb->view_count; i++) {
+				RenderBuffers::View view;
+				view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->internal_texture, i, 0);
+				view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
+
+				if (!_render_buffers_can_be_storage()) {
+					Vector<RID> fb;
+					fb.push_back(view.view_texture);
+					view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
+				}
+
+				rb->views.push_back(view);
+			}
+		}
 	}
 
 	RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
@@ -5836,12 +5892,21 @@ void fog() {
 
 	cull_argument.set_page_pool(&cull_argument_pool);
 
+	bool can_use_storage = _render_buffers_can_be_storage();
+	bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
+	copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
 	tone_mapper = memnew(RendererRD::ToneMapper);
 }
 
 RendererSceneRenderRD::~RendererSceneRenderRD() {
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 
+	if (bokeh_dof) {
+		memdelete(bokeh_dof);
+	}
+	if (copy_effects) {
+		memdelete(copy_effects);
+	}
 	if (tone_mapper) {
 		memdelete(tone_mapper);
 	}

+ 18 - 3
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -35,6 +35,8 @@
 #include "core/templates/rid_owner.h"
 #include "servers/rendering/renderer_compositor.h"
 #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
 #include "servers/rendering/renderer_rd/effects/tone_mapper.h"
 #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
 #include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
@@ -94,6 +96,8 @@ class RendererSceneRenderRD : public RendererSceneRender {
 
 protected:
 	RendererStorageRD *storage = nullptr;
+	RendererRD::BokehDOF *bokeh_dof = nullptr;
+	RendererRD::CopyEffects *copy_effects = nullptr;
 	RendererRD::ToneMapper *tone_mapper = nullptr;
 	double time = 0.0;
 	double time_step = 0.0;
@@ -482,6 +486,14 @@ private:
 		RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
 		RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
 
+		// Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
+		struct View {
+			RID view_texture; // texture slice for this view/layer
+			RID view_depth; // depth slice for this view/layer
+			RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
+		};
+		Vector<View> views;
+
 		RendererSceneGIRD::SDFGI *sdfgi = nullptr;
 		VolumetricFog *volumetric_fog = nullptr;
 		RendererSceneGIRD::RenderBuffersGI gi;
@@ -503,19 +515,22 @@ private:
 				RID half_fb;
 			};
 
-			Vector<Mipmap> mipmaps;
+			struct Layer {
+				Vector<Mipmap> mipmaps;
+			};
+
+			Vector<Layer> layers;
 		};
 
 		Blur blur[2]; //the second one starts from the first mipmap
 
 		struct WeightBuffers {
 			RID weight;
-			RID fb; // FB with both texture and weight
+			RID fb; // FB with both texture and weight writing into one level lower
 		};
 
 		// 2 full size, 2 half size
 		WeightBuffers weight_buffers[4]; // Only used in raster
-		RID base_weight_fb; // base buffer for weight
 
 		RID depth_back_texture;
 		RID depth_back_fb; // only used on mobile

+ 6 - 3
servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp

@@ -32,6 +32,7 @@
 #include "core/config/project_settings.h"
 #include "core/math/math_defs.h"
 #include "renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
 #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
 #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
 #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
@@ -730,8 +731,10 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
 	return true;
 }
 
-Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
+Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
 	if (radiance.is_valid()) {
+		RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+
 		RD::TextureFormat tf;
 		tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
 		tf.width = p_size.width;
@@ -739,7 +742,7 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage,
 		tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
 
 		RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
-		p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
+		copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
 		Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
 		RD::get_singleton()->free(rad_tex);
 
@@ -1905,7 +1908,7 @@ Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool
 
 	update_dirty_skys();
 
-	return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
+	return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
 }
 
 RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {

+ 1 - 1
servers/rendering/renderer_rd/renderer_scene_sky_rd.h

@@ -273,7 +273,7 @@ public:
 		bool set_radiance_size(int p_radiance_size);
 		bool set_mode(RS::SkyMode p_mode);
 		bool set_material(RID p_material);
-		Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
+		Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
 	};
 
 	uint32_t sky_ggx_samples_quality;

+ 0 - 21
servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl

@@ -1,21 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
-#define FLAG_GLOW_FIRST_PASS (1 << 2)
-
-layout(push_constant, std430) uniform Blur {
-	vec2 pixel_size;
-	uint flags;
-	uint pad;
-
-	// Glow.
-	float glow_strength;
-	float glow_bloom;
-	float glow_hdr_threshold;
-	float glow_hdr_scale;
-
-	float glow_exposure;
-	float glow_white;
-	float glow_luminance_cap;
-	float glow_auto_exposure_grey;
-}
-blur;

+ 14 - 4
servers/rendering/renderer_rd/shaders/blur_raster.glsl → servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl

@@ -53,7 +53,9 @@ void main() {
 
 #ifdef MODE_GAUSSIAN_BLUR
 
-	//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+	// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+	// note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
 
 	if (bool(blur.flags & FLAG_HORIZONTAL)) {
 		vec2 pix_size = blur.pixel_size;
@@ -94,6 +96,7 @@ void main() {
 	if (bool(blur.flags & FLAG_HORIZONTAL)) {
 		vec2 pix_size = blur.pixel_size;
 		pix_size *= 0.5; //reading from larger buffer, so use more samples
+
 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
 		GLOW_ADD(vec2(1.0, 0.0), 0.165569);
 		GLOW_ADD(vec2(2.0, 0.0), 0.140367);
@@ -101,7 +104,10 @@ void main() {
 		GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
 		GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
 		GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+
+		// only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
 		color *= blur.glow_strength;
+
 		frag_color = color;
 	} else {
 		vec2 pix_size = blur.pixel_size;
@@ -110,13 +116,17 @@ void main() {
 		GLOW_ADD(vec2(0.0, 2.0), 0.122581);
 		GLOW_ADD(vec2(0.0, -1.0), 0.233062);
 		GLOW_ADD(vec2(0.0, -2.0), 0.122581);
-		color *= blur.glow_strength;
+
 		frag_color = color;
 	}
 
 #undef GLOW_ADD
 
 	if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+		// In the first pass bring back to correct color range else we're applying the wrong threshold
+		// in subsequent passes we can use it as is as we'd just be undoing it right after.
+		frag_color *= blur.luminance_multiplier;
+
 #ifdef GLOW_USE_AUTO_EXPOSURE
 
 		frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
@@ -126,10 +136,10 @@ void main() {
 		float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
 		float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
 
-		frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+		frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
 	}
 
-#endif
+#endif // MODE_GAUSSIAN_GLOW
 
 #ifdef MODE_COPY
 	vec4 color = textureLod(source_color, uv_interp, 0.0);

+ 26 - 0
servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl

@@ -0,0 +1,26 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+
+layout(push_constant, std430) uniform Blur {
+	vec2 pixel_size; // 08 - 08
+	uint flags; // 04 - 12
+	uint pad; // 04 - 16
+
+	// Glow.
+	float glow_strength; // 04 - 20
+	float glow_bloom; // 04 - 24
+	float glow_hdr_threshold; // 04 - 28
+	float glow_hdr_scale; // 04 - 32
+
+	float glow_exposure; // 04 - 36
+	float glow_white; // 04 - 40
+	float glow_luminance_cap; // 04 - 44
+	float glow_auto_exposure_grey; // 04 - 48
+
+	float luminance_multiplier; // 04 - 52
+	float res1; // 04 - 56
+	float res2; // 04 - 60
+	float res3; // 04 - 64
+}
+blur;

+ 0 - 0
servers/rendering/renderer_rd/shaders/bokeh_dof.glsl → servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl


+ 0 - 0
servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl → servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl


+ 0 - 0
servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl → servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl


+ 1 - 1
servers/rendering/renderer_rd/shaders/copy.glsl → servers/rendering/renderer_rd/shaders/effects/copy.glsl

@@ -189,7 +189,7 @@ void main() {
 #endif
 		color *= params.glow_exposure;
 
-		float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+		float luminance = max(color.r, max(color.g, color.b));
 		float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
 
 		color = min(color * feedback, vec4(params.glow_luminance_cap));

+ 0 - 0
servers/rendering/renderer_rd/shaders/copy_to_fb.glsl → servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl


+ 45 - 2
servers/rendering/renderer_rd/shaders/effects/tonemap.glsl

@@ -44,7 +44,11 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
 #endif
 
 layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#ifdef MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2DArray source_glow;
+#else
 layout(set = 2, binding = 0) uniform sampler2D source_glow;
+#endif
 layout(set = 2, binding = 1) uniform sampler2D glow_map;
 
 #ifdef USE_1D_LUT
@@ -118,6 +122,36 @@ float h1(float a) {
 	return 1.0f + w3(a) / (w2(a) + w3(a));
 }
 
+#ifdef MULTIVIEW
+vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) {
+	float lod = float(p_lod);
+	vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
+	vec2 pixel_size = vec2(1.0f) / tex_size;
+
+	uv = uv * tex_size + vec2(0.5f);
+
+	vec2 iuv = floor(uv);
+	vec2 fuv = fract(uv);
+
+	float g0x = g0(fuv.x);
+	float g1x = g1(fuv.x);
+	float h0x = h0(fuv.x);
+	float h1x = h1(fuv.x);
+	float h0y = h0(fuv.y);
+	float h1y = h1(fuv.y);
+
+	vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+	vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+	vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+	vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+
+	return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+			(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+}
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#else // MULTIVIEW
+
 vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
 	float lod = float(p_lod);
 	vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
@@ -145,12 +179,17 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
 }
 
 #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#endif // !MULTIVIEW
 
-#else
+#else // USE_GLOW_FILTER_BICUBIC
 
+#ifdef MULTIVIEW
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod))
+#else // MULTIVIEW
 #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+#endif // !MULTIVIEW
 
-#endif
+#endif // !USE_GLOW_FILTER_BICUBIC
 
 vec3 tonemap_filmic(vec3 color, float white) {
 	// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
@@ -231,7 +270,11 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
 	}
 }
 
+#ifdef MULTIVIEW
+vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later
+#else
 vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
+#endif // defined(MULTIVIEW)
 	vec3 glow = vec3(0.0f);
 
 	if (params.glow_levels[0] > 0.0001) {

+ 23 - 0
servers/rendering/renderer_rd/storage_rd/material_storage.cpp

@@ -1420,6 +1420,25 @@ MaterialStorage::MaterialStorage() {
 	//custom sampler
 	sampler_rd_configure_custom(0.0f);
 
+	// buffers
+	{ //create index array for copy shaders
+		Vector<uint8_t> pv;
+		pv.resize(6 * 4);
+		{
+			uint8_t *w = pv.ptrw();
+			int *p32 = (int *)w;
+			p32[0] = 0;
+			p32[1] = 1;
+			p32[2] = 2;
+			p32[3] = 0;
+			p32[4] = 2;
+			p32[5] = 3;
+		}
+		quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+		quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
+	}
+
+	// Shaders
 	for (int i = 0; i < SHADER_TYPE_MAX; i++) {
 		shader_data_request_func[i] = nullptr;
 	}
@@ -1441,6 +1460,10 @@ MaterialStorage::~MaterialStorage() {
 	memdelete_arr(global_variables.buffer_dirty_regions);
 	RD::get_singleton()->free(global_variables.buffer);
 
+	// buffers
+
+	RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
+
 	//def samplers
 	for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
 		for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {

+ 9 - 0
servers/rendering/renderer_rd/storage_rd/material_storage.h

@@ -200,6 +200,11 @@ private:
 	RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
 	RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
 
+	/* Buffers */
+
+	RID quad_index_buffer;
+	RID quad_index_array;
+
 	/* GLOBAL VARIABLE API */
 
 	GlobalVariables global_variables;
@@ -240,6 +245,10 @@ public:
 
 	// void sampler_rd_set_default(float p_mipmap_bias);
 
+	/* Buffers */
+
+	RID get_quad_index_array() { return quad_index_array; }
+
 	/* GLOBAL VARIABLE API */
 
 	void _update_global_variables();

+ 18 - 16
servers/rendering/renderer_rd/storage_rd/texture_storage.cpp

@@ -29,8 +29,8 @@
 /*************************************************************************/
 
 #include "texture_storage.h"
-
-#include "../renderer_storage_rd.h"
+#include "../effects/copy_effects.h"
+#include "material_storage.h"
 
 using namespace RendererRD;
 
@@ -1808,8 +1808,8 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const {
 }
 
 void TextureStorage::update_decal_atlas() {
-	EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
-	ERR_FAIL_NULL(effects);
+	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
+	ERR_FAIL_NULL(copy_effects);
 
 	if (!decal_atlas.dirty) {
 		return; //nothing to do
@@ -1987,14 +1987,14 @@ void TextureStorage::update_decal_atlas() {
 				while ((K = decal_atlas.textures.next(K))) {
 					DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
 					Texture *src_tex = get_texture(*K);
-					effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
+					copy_effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
 				}
 
 				RD::get_singleton()->draw_list_end();
 
 				prev_texture = mm.texture;
 			} else {
-				effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
+				copy_effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
 				prev_texture = mm.texture;
 			}
 		} else {
@@ -2623,8 +2623,8 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
 }
 
 void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
-	EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
-	ERR_FAIL_NULL(effects);
+	CopyEffects *copy_effects = CopyEffects::get_singleton();
+	ERR_FAIL_NULL(copy_effects);
 
 	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
 	ERR_FAIL_COND(!rt);
@@ -2642,9 +2642,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
 		}
 	}
 
+	// TODO figure out stereo support here
+
 	//single texture copy for backbuffer
 	//RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
-	effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+	copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
 
 	if (!p_gen_mipmaps) {
 		return;
@@ -2660,7 +2662,7 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
 		region.size.y = MAX(1, region.size.y >> 1);
 
 		RID mipmap = rt->backbuffer_mipmaps[i];
-		effects->gaussian_blur(prev_texture, mipmap, region, true);
+		copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
 		prev_texture = mipmap;
 	}
 	RD::get_singleton()->draw_command_end_label();
@@ -2670,8 +2672,8 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
 	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
 	ERR_FAIL_COND(!rt);
 
-	EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
-	ERR_FAIL_NULL(effects);
+	CopyEffects *copy_effects = CopyEffects::get_singleton();
+	ERR_FAIL_NULL(copy_effects);
 
 	if (!rt->backbuffer.is_valid()) {
 		_create_render_target_backbuffer(rt);
@@ -2688,15 +2690,15 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
 	}
 
 	//single texture copy for backbuffer
-	effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+	copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
 }
 
 void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
 	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
 	ERR_FAIL_COND(!rt);
 
-	EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
-	ERR_FAIL_NULL(effects);
+	CopyEffects *copy_effects = CopyEffects::get_singleton();
+	ERR_FAIL_NULL(copy_effects);
 
 	if (!rt->backbuffer.is_valid()) {
 		_create_render_target_backbuffer(rt);
@@ -2722,7 +2724,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
 		region.size.y = MAX(1, region.size.y >> 1);
 
 		RID mipmap = rt->backbuffer_mipmaps[i];
-		effects->gaussian_blur(prev_texture, mipmap, region, true);
+		copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
 		prev_texture = mipmap;
 	}
 	RD::get_singleton()->draw_command_end_label();