ss_effects.cpp 90 KB

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  1. /*************************************************************************/
  2. /* ss_effects.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "ss_effects.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  34. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  35. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  36. using namespace RendererRD;
  37. SSEffects *SSEffects::singleton = nullptr;
  38. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  39. for (int i = 0; i < 4; i++) {
  40. for (int j = 0; j < 4; j++) {
  41. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  42. }
  43. }
  44. }
  45. SSEffects::SSEffects() {
  46. singleton = this;
  47. // Initialize depth buffer for screen space effects
  48. {
  49. Vector<String> downsampler_modes;
  50. downsampler_modes.push_back("\n");
  51. downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
  52. downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
  53. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
  54. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
  55. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
  56. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
  57. ss_effects.downsample_shader.initialize(downsampler_modes);
  58. ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
  59. for (int i = 0; i < SS_EFFECTS_MAX; i++) {
  60. ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
  61. }
  62. ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
  63. SSEffectsGatherConstants gather_constants;
  64. const int sub_pass_count = 5;
  65. for (int pass = 0; pass < 4; pass++) {
  66. for (int subPass = 0; subPass < sub_pass_count; subPass++) {
  67. int a = pass;
  68. int b = subPass;
  69. int spmap[5]{ 0, 1, 4, 3, 2 };
  70. b = spmap[subPass];
  71. float ca, sa;
  72. float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
  73. ca = Math::cos(angle0);
  74. sa = Math::sin(angle0);
  75. float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
  76. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
  77. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
  78. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
  79. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
  80. }
  81. }
  82. RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
  83. }
  84. // Initialize Screen Space Indirect Lighting (SSIL)
  85. ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  86. {
  87. Vector<String> ssil_modes;
  88. ssil_modes.push_back("\n");
  89. ssil_modes.push_back("\n#define SSIL_BASE\n");
  90. ssil_modes.push_back("\n#define ADAPTIVE\n");
  91. ssil.gather_shader.initialize(ssil_modes);
  92. ssil.gather_shader_version = ssil.gather_shader.version_create();
  93. for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
  94. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
  95. }
  96. ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
  97. }
  98. {
  99. Vector<String> ssil_modes;
  100. ssil_modes.push_back("\n#define GENERATE_MAP\n");
  101. ssil_modes.push_back("\n#define PROCESS_MAPA\n");
  102. ssil_modes.push_back("\n#define PROCESS_MAPB\n");
  103. ssil.importance_map_shader.initialize(ssil_modes);
  104. ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
  105. for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
  106. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
  107. }
  108. ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  109. int zero[1] = { 0 };
  110. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  111. RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
  112. Vector<RD::Uniform> uniforms;
  113. {
  114. RD::Uniform u;
  115. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  116. u.binding = 0;
  117. u.append_id(ssil.importance_map_load_counter);
  118. uniforms.push_back(u);
  119. }
  120. ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
  121. RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
  122. }
  123. {
  124. Vector<String> ssil_modes;
  125. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  126. ssil_modes.push_back("\n#define MODE_SMART\n");
  127. ssil_modes.push_back("\n#define MODE_WIDE\n");
  128. ssil.blur_shader.initialize(ssil_modes);
  129. ssil.blur_shader_version = ssil.blur_shader.version_create();
  130. for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
  131. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
  132. }
  133. }
  134. {
  135. Vector<String> ssil_modes;
  136. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  137. ssil_modes.push_back("\n#define MODE_SMART\n");
  138. ssil_modes.push_back("\n#define MODE_HALF\n");
  139. ssil.interleave_shader.initialize(ssil_modes);
  140. ssil.interleave_shader_version = ssil.interleave_shader.version_create();
  141. for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
  142. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
  143. }
  144. }
  145. // Initialize Screen Space Ambient Occlusion (SSAO)
  146. ssao_set_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
  147. {
  148. RD::SamplerState sampler;
  149. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  150. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  151. sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  152. sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  153. sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  154. sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  155. sampler.max_lod = 4;
  156. uint32_t pipeline = 0;
  157. {
  158. Vector<String> ssao_modes;
  159. ssao_modes.push_back("\n");
  160. ssao_modes.push_back("\n#define SSAO_BASE\n");
  161. ssao_modes.push_back("\n#define ADAPTIVE\n");
  162. ssao.gather_shader.initialize(ssao_modes);
  163. ssao.gather_shader_version = ssao.gather_shader.version_create();
  164. for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
  165. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
  166. pipeline++;
  167. }
  168. }
  169. {
  170. Vector<String> ssao_modes;
  171. ssao_modes.push_back("\n#define GENERATE_MAP\n");
  172. ssao_modes.push_back("\n#define PROCESS_MAPA\n");
  173. ssao_modes.push_back("\n#define PROCESS_MAPB\n");
  174. ssao.importance_map_shader.initialize(ssao_modes);
  175. ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
  176. for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
  177. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
  178. pipeline++;
  179. }
  180. ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  181. int zero[1] = { 0 };
  182. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  183. RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
  184. Vector<RD::Uniform> uniforms;
  185. {
  186. RD::Uniform u;
  187. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  188. u.binding = 0;
  189. u.append_id(ssao.importance_map_load_counter);
  190. uniforms.push_back(u);
  191. }
  192. ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
  193. RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
  194. }
  195. {
  196. Vector<String> ssao_modes;
  197. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  198. ssao_modes.push_back("\n#define MODE_SMART\n");
  199. ssao_modes.push_back("\n#define MODE_WIDE\n");
  200. ssao.blur_shader.initialize(ssao_modes);
  201. ssao.blur_shader_version = ssao.blur_shader.version_create();
  202. for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
  203. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
  204. pipeline++;
  205. }
  206. }
  207. {
  208. Vector<String> ssao_modes;
  209. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  210. ssao_modes.push_back("\n#define MODE_SMART\n");
  211. ssao_modes.push_back("\n#define MODE_HALF\n");
  212. ssao.interleave_shader.initialize(ssao_modes);
  213. ssao.interleave_shader_version = ssao.interleave_shader.version_create();
  214. for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
  215. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
  216. RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
  217. pipeline++;
  218. }
  219. }
  220. ERR_FAIL_COND(pipeline != SSAO_MAX);
  221. ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
  222. }
  223. // Screen Space Reflections
  224. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  225. {
  226. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  227. {
  228. RD::PipelineSpecializationConstant sc;
  229. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  230. sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
  231. sc.bool_value = false;
  232. specialization_constants.push_back(sc);
  233. }
  234. {
  235. Vector<String> ssr_scale_modes;
  236. ssr_scale_modes.push_back("\n");
  237. ssr_scale.shader.initialize(ssr_scale_modes);
  238. ssr_scale.shader_version = ssr_scale.shader.version_create();
  239. for (int v = 0; v < SSR_VARIATIONS; v++) {
  240. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  241. ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
  242. }
  243. }
  244. {
  245. Vector<String> ssr_modes;
  246. ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
  247. ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
  248. ssr.shader.initialize(ssr_modes);
  249. ssr.shader_version = ssr.shader.version_create();
  250. for (int v = 0; v < SSR_VARIATIONS; v++) {
  251. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  252. for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
  253. ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
  254. }
  255. }
  256. }
  257. {
  258. Vector<String> ssr_filter_modes;
  259. ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
  260. ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
  261. ssr_filter.shader.initialize(ssr_filter_modes);
  262. ssr_filter.shader_version = ssr_filter.shader.version_create();
  263. for (int v = 0; v < SSR_VARIATIONS; v++) {
  264. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  265. for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
  266. ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
  267. }
  268. }
  269. }
  270. }
  271. // Subsurface scattering
  272. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  273. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  274. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  275. {
  276. Vector<String> sss_modes;
  277. sss_modes.push_back("\n#define USE_11_SAMPLES\n");
  278. sss_modes.push_back("\n#define USE_17_SAMPLES\n");
  279. sss_modes.push_back("\n#define USE_25_SAMPLES\n");
  280. sss.shader.initialize(sss_modes);
  281. sss.shader_version = sss.shader.version_create();
  282. for (int i = 0; i < sss_modes.size(); i++) {
  283. sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
  284. }
  285. }
  286. }
  287. SSEffects::~SSEffects() {
  288. {
  289. // Cleanup SS Reflections
  290. ssr.shader.version_free(ssr.shader_version);
  291. ssr_filter.shader.version_free(ssr_filter.shader_version);
  292. ssr_scale.shader.version_free(ssr_scale.shader_version);
  293. if (ssr.ubo.is_valid()) {
  294. RD::get_singleton()->free(ssr.ubo);
  295. }
  296. }
  297. {
  298. // Cleanup SS downsampler
  299. ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
  300. RD::get_singleton()->free(ss_effects.mirror_sampler);
  301. RD::get_singleton()->free(ss_effects.gather_constants_buffer);
  302. }
  303. {
  304. // Cleanup SSIL
  305. ssil.blur_shader.version_free(ssil.blur_shader_version);
  306. ssil.gather_shader.version_free(ssil.gather_shader_version);
  307. ssil.interleave_shader.version_free(ssil.interleave_shader_version);
  308. ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
  309. RD::get_singleton()->free(ssil.importance_map_load_counter);
  310. RD::get_singleton()->free(ssil.projection_uniform_buffer);
  311. }
  312. {
  313. // Cleanup SSAO
  314. ssao.blur_shader.version_free(ssao.blur_shader_version);
  315. ssao.gather_shader.version_free(ssao.gather_shader_version);
  316. ssao.interleave_shader.version_free(ssao.interleave_shader_version);
  317. ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
  318. RD::get_singleton()->free(ssao.importance_map_load_counter);
  319. }
  320. {
  321. // Cleanup Subsurface scattering
  322. sss.shader.version_free(sss.shader_version);
  323. }
  324. singleton = nullptr;
  325. }
  326. /* SS Downsampler */
  327. void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection) {
  328. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  329. ERR_FAIL_NULL(uniform_set_cache);
  330. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  331. ERR_FAIL_NULL(material_storage);
  332. // Downsample and deinterleave the depth buffer for SSAO and SSIL
  333. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  334. int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
  335. bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
  336. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  337. downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
  338. } else if (use_mips) {
  339. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  340. }
  341. bool use_half_size = false;
  342. bool use_full_mips = false;
  343. if (ssao_half_size && ssil_half_size) {
  344. downsample_mode++;
  345. use_half_size = true;
  346. } else if (ssao_half_size != ssil_half_size) {
  347. if (use_mips) {
  348. downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
  349. use_full_mips = true;
  350. } else {
  351. // Only need the first two mipmaps, but the cost to generate the next two is trivial
  352. // TODO investigate the benefit of a shader version to generate only 2 mips
  353. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  354. use_mips = true;
  355. }
  356. }
  357. int depth_index = use_half_size ? 1 : 0;
  358. RD::get_singleton()->draw_command_begin_label("Downsample Depth");
  359. if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
  360. if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
  361. RD::get_singleton()->free(ss_effects.downsample_uniform_set);
  362. ss_effects.downsample_uniform_set = RID();
  363. }
  364. Vector<RD::Uniform> uniforms;
  365. {
  366. RD::Uniform u;
  367. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  368. u.binding = 0;
  369. u.append_id(p_depth_mipmaps[depth_index + 1]);
  370. uniforms.push_back(u);
  371. }
  372. {
  373. RD::Uniform u;
  374. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  375. u.binding = 1;
  376. u.append_id(p_depth_mipmaps[depth_index + 2]);
  377. uniforms.push_back(u);
  378. }
  379. {
  380. RD::Uniform u;
  381. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  382. u.binding = 2;
  383. u.append_id(p_depth_mipmaps[depth_index + 3]);
  384. uniforms.push_back(u);
  385. }
  386. if (use_full_mips) {
  387. RD::Uniform u;
  388. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  389. u.binding = 3;
  390. u.append_id(p_depth_mipmaps[4]);
  391. uniforms.push_back(u);
  392. }
  393. ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
  394. }
  395. float depth_linearize_mul = -p_projection.matrix[3][2];
  396. float depth_linearize_add = p_projection.matrix[2][2];
  397. if (depth_linearize_mul * depth_linearize_add < 0) {
  398. depth_linearize_add = -depth_linearize_add;
  399. }
  400. ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
  401. ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
  402. ss_effects.downsample_push_constant.z_far = depth_linearize_add;
  403. if (ss_effects.downsample_push_constant.orthogonal) {
  404. ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
  405. ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
  406. }
  407. ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
  408. ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
  409. ss_effects.downsample_push_constant.radius_sq = 1.0;
  410. RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
  411. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  412. RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
  413. RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
  414. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
  415. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
  416. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
  417. if (use_mips) {
  418. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
  419. }
  420. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
  421. Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
  422. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  423. RD::get_singleton()->compute_list_add_barrier(compute_list);
  424. RD::get_singleton()->draw_command_end_label();
  425. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  426. ss_effects.used_full_mips_last_frame = use_full_mips;
  427. ss_effects.used_half_size_last_frame = use_half_size;
  428. ss_effects.used_mips_last_frame = use_mips;
  429. }
  430. /* SSIL */
  431. void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  432. ssil_quality = p_quality;
  433. ssil_half_size = p_half_size;
  434. ssil_adaptive_target = p_adaptive_target;
  435. ssil_blur_passes = p_blur_passes;
  436. ssil_fadeout_from = p_fadeout_from;
  437. ssil_fadeout_to = p_fadeout_to;
  438. }
  439. void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
  440. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  441. ERR_FAIL_NULL(uniform_set_cache);
  442. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  443. if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  444. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  445. }
  446. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
  447. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  448. for (int i = 0; i < 4; i++) {
  449. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  450. continue;
  451. }
  452. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
  453. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
  454. ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
  455. ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
  456. ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  457. ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  458. ssil.gather_push_constant.pass = i;
  459. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2);
  460. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
  461. Size2i size = Size2i(p_settings.full_screen_size.x >> (ssil_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssil_half_size ? 2 : 1));
  462. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  463. }
  464. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  465. }
  466. void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
  467. if (p_ssil_buffers.half_size != ssil_half_size) {
  468. ssil_free(p_ssil_buffers);
  469. }
  470. if (ssil_half_size) {
  471. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  472. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  473. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  474. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  475. } else {
  476. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  477. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  478. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  479. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  480. }
  481. if (p_ssil_buffers.ssil_final.is_null()) {
  482. {
  483. p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  484. }
  485. {
  486. RD::TextureFormat tf;
  487. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  488. tf.width = p_settings.full_screen_size.x;
  489. tf.height = p_settings.full_screen_size.y;
  490. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  491. p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  492. RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
  493. RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  494. if (p_ssil_buffers.last_frame.is_null()) {
  495. tf.mipmaps = 6;
  496. p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  497. RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
  498. RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  499. for (uint32_t i = 0; i < 6; i++) {
  500. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
  501. p_ssil_buffers.last_frame_slices.push_back(slice);
  502. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  503. }
  504. }
  505. }
  506. {
  507. RD::TextureFormat tf;
  508. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  509. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  510. tf.width = p_ssil_buffers.buffer_width;
  511. tf.height = p_ssil_buffers.buffer_height;
  512. tf.array_layers = 4;
  513. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  514. p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  515. RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
  516. for (uint32_t i = 0; i < 4; i++) {
  517. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
  518. p_ssil_buffers.deinterleaved_slices.push_back(slice);
  519. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  520. }
  521. }
  522. {
  523. RD::TextureFormat tf;
  524. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  525. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  526. tf.width = p_ssil_buffers.buffer_width;
  527. tf.height = p_ssil_buffers.buffer_height;
  528. tf.array_layers = 4;
  529. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  530. p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  531. RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
  532. for (uint32_t i = 0; i < 4; i++) {
  533. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
  534. p_ssil_buffers.pong_slices.push_back(slice);
  535. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  536. }
  537. }
  538. {
  539. RD::TextureFormat tf;
  540. tf.format = RD::DATA_FORMAT_R8_UNORM;
  541. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  542. tf.width = p_ssil_buffers.buffer_width;
  543. tf.height = p_ssil_buffers.buffer_height;
  544. tf.array_layers = 4;
  545. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  546. p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  547. RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
  548. for (uint32_t i = 0; i < 4; i++) {
  549. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
  550. p_ssil_buffers.edges_slices.push_back(slice);
  551. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  552. }
  553. }
  554. {
  555. RD::TextureFormat tf;
  556. tf.format = RD::DATA_FORMAT_R8_UNORM;
  557. tf.width = p_ssil_buffers.half_buffer_width;
  558. tf.height = p_ssil_buffers.half_buffer_height;
  559. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  560. p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  561. RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
  562. p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  563. RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
  564. }
  565. p_ssil_buffers.half_size = ssil_half_size;
  566. }
  567. }
  568. void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
  569. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  570. ERR_FAIL_NULL(uniform_set_cache);
  571. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  572. ERR_FAIL_NULL(material_storage);
  573. RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
  574. //Store projection info before starting the compute list
  575. SSILProjectionUniforms projection_uniforms;
  576. store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
  577. RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
  578. memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
  579. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  580. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  581. RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  582. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  583. {
  584. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  585. ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  586. ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  587. ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  588. ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  589. float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
  590. float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
  591. ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  592. ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  593. ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  594. ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  595. ssil.gather_push_constant.z_near = p_projection.get_z_near();
  596. ssil.gather_push_constant.z_far = p_projection.get_z_far();
  597. ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  598. ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
  599. ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
  600. ssil.gather_push_constant.radius = p_settings.radius;
  601. float radius_near_limit = (p_settings.radius * 1.2f);
  602. if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
  603. radius_near_limit *= 1.50f;
  604. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  605. ssil.gather_push_constant.radius *= 0.8f;
  606. }
  607. }
  608. radius_near_limit /= tan_half_fov_y;
  609. ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
  610. ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
  611. ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
  612. ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  613. ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
  614. ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
  615. ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
  616. ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
  617. ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
  618. ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
  619. if (p_ssil_buffers.projection_uniform_set.is_null()) {
  620. Vector<RD::Uniform> uniforms;
  621. {
  622. RD::Uniform u;
  623. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  624. u.binding = 0;
  625. u.append_id(default_mipmap_sampler);
  626. u.append_id(p_ssil_buffers.last_frame);
  627. uniforms.push_back(u);
  628. }
  629. {
  630. RD::Uniform u;
  631. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  632. u.binding = 1;
  633. u.append_id(ssil.projection_uniform_buffer);
  634. uniforms.push_back(u);
  635. }
  636. p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
  637. }
  638. if (p_ssil_buffers.gather_uniform_set.is_null()) {
  639. Vector<RD::Uniform> uniforms;
  640. {
  641. RD::Uniform u;
  642. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  643. u.binding = 0;
  644. u.append_id(default_sampler);
  645. u.append_id(p_ssil_buffers.depth_texture_view);
  646. uniforms.push_back(u);
  647. }
  648. {
  649. RD::Uniform u;
  650. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  651. u.binding = 1;
  652. u.append_id(p_normal_buffer);
  653. uniforms.push_back(u);
  654. }
  655. {
  656. RD::Uniform u;
  657. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  658. u.binding = 2;
  659. u.append_id(ss_effects.gather_constants_buffer);
  660. uniforms.push_back(u);
  661. }
  662. p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
  663. }
  664. if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
  665. Vector<RD::Uniform> uniforms;
  666. {
  667. RD::Uniform u;
  668. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  669. u.binding = 0;
  670. u.append_id(p_ssil_buffers.pong);
  671. uniforms.push_back(u);
  672. }
  673. {
  674. RD::Uniform u;
  675. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  676. u.binding = 1;
  677. u.append_id(default_sampler);
  678. u.append_id(p_ssil_buffers.importance_map[0]);
  679. uniforms.push_back(u);
  680. }
  681. {
  682. RD::Uniform u;
  683. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  684. u.binding = 2;
  685. u.append_id(ssil.importance_map_load_counter);
  686. uniforms.push_back(u);
  687. }
  688. p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
  689. }
  690. if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
  691. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  692. ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  693. ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  694. ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
  695. //base pass
  696. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
  697. gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
  698. //generate importance map
  699. RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
  700. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
  701. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
  702. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
  703. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  704. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  705. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  706. RD::get_singleton()->compute_list_add_barrier(compute_list);
  707. // process Importance Map A
  708. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
  709. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
  710. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
  711. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
  712. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
  713. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  714. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  715. RD::get_singleton()->compute_list_add_barrier(compute_list);
  716. // process Importance Map B
  717. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
  718. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
  719. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
  720. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  721. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
  722. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  723. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  724. RD::get_singleton()->compute_list_add_barrier(compute_list);
  725. RD::get_singleton()->draw_command_end_label(); // Importance Map
  726. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
  727. } else {
  728. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
  729. }
  730. gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
  731. RD::get_singleton()->draw_command_end_label(); //Gather
  732. }
  733. {
  734. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  735. ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  736. ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  737. ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  738. int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
  739. shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
  740. for (int pass = 0; pass < blur_passes; pass++) {
  741. int blur_pipeline = SSIL_BLUR_PASS;
  742. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  743. blur_pipeline = SSIL_BLUR_PASS_SMART;
  744. if (pass < blur_passes - 2) {
  745. blur_pipeline = SSIL_BLUR_PASS_WIDE;
  746. }
  747. }
  748. for (int i = 0; i < 4; i++) {
  749. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  750. continue;
  751. }
  752. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
  753. if (pass % 2 == 0) {
  754. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  755. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
  756. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
  757. } else {
  758. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
  759. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
  760. }
  761. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
  762. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
  763. } else {
  764. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  765. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
  766. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
  767. } else {
  768. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
  769. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
  770. }
  771. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
  772. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
  773. }
  774. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
  775. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
  776. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
  777. int x_groups = (p_settings.full_screen_size.x >> (ssil_half_size ? 2 : 1));
  778. int y_groups = (p_settings.full_screen_size.y >> (ssil_half_size ? 2 : 1));
  779. RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
  780. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  781. RD::get_singleton()->compute_list_add_barrier(compute_list);
  782. }
  783. }
  784. }
  785. RD::get_singleton()->draw_command_end_label(); // Blur
  786. }
  787. {
  788. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  789. ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  790. ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  791. ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  792. ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
  793. int interleave_pipeline = SSIL_INTERLEAVE_HALF;
  794. if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
  795. interleave_pipeline = SSIL_INTERLEAVE;
  796. } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
  797. interleave_pipeline = SSIL_INTERLEAVE_SMART;
  798. }
  799. shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
  800. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
  801. RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
  802. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
  803. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
  804. RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
  805. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
  806. } else {
  807. RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
  808. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
  809. }
  810. RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
  811. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
  812. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
  813. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  814. RD::get_singleton()->compute_list_add_barrier(compute_list);
  815. RD::get_singleton()->draw_command_end_label(); // Interleave
  816. }
  817. RD::get_singleton()->draw_command_end_label(); // SSIL
  818. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
  819. int zero[1] = { 0 };
  820. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  821. }
  822. void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
  823. if (p_ssil_buffers.ssil_final.is_valid()) {
  824. RD::get_singleton()->free(p_ssil_buffers.ssil_final);
  825. RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
  826. RD::get_singleton()->free(p_ssil_buffers.pong);
  827. RD::get_singleton()->free(p_ssil_buffers.edges);
  828. RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
  829. RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
  830. RD::get_singleton()->free(p_ssil_buffers.last_frame);
  831. p_ssil_buffers.ssil_final = RID();
  832. p_ssil_buffers.deinterleaved = RID();
  833. p_ssil_buffers.pong = RID();
  834. p_ssil_buffers.edges = RID();
  835. p_ssil_buffers.deinterleaved_slices.clear();
  836. p_ssil_buffers.pong_slices.clear();
  837. p_ssil_buffers.edges_slices.clear();
  838. p_ssil_buffers.importance_map[0] = RID();
  839. p_ssil_buffers.importance_map[1] = RID();
  840. p_ssil_buffers.last_frame = RID();
  841. p_ssil_buffers.last_frame_slices.clear();
  842. p_ssil_buffers.gather_uniform_set = RID();
  843. p_ssil_buffers.importance_map_uniform_set = RID();
  844. p_ssil_buffers.projection_uniform_set = RID();
  845. }
  846. }
  847. /* SSAO */
  848. void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  849. ssao_quality = p_quality;
  850. ssao_half_size = p_half_size;
  851. ssao_adaptive_target = p_adaptive_target;
  852. ssao_blur_passes = p_blur_passes;
  853. ssao_fadeout_from = p_fadeout_from;
  854. ssao_fadeout_to = p_fadeout_to;
  855. }
  856. void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
  857. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  858. ERR_FAIL_NULL(uniform_set_cache);
  859. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  860. if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  861. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
  862. }
  863. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
  864. for (int i = 0; i < 4; i++) {
  865. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  866. continue;
  867. }
  868. RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
  869. ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
  870. ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
  871. ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  872. ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  873. ssao.gather_push_constant.pass = i;
  874. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
  875. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
  876. Size2i size = Size2i(p_settings.full_screen_size.x >> (ssao_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssao_half_size ? 2 : 1));
  877. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  878. }
  879. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  880. }
  881. void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
  882. if (p_ssao_buffers.half_size != ssao_half_size) {
  883. ssao_free(p_ssao_buffers);
  884. }
  885. if (ssao_half_size) {
  886. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  887. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  888. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  889. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  890. } else {
  891. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  892. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  893. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  894. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  895. }
  896. if (p_ssao_buffers.ao_deinterleaved.is_null()) {
  897. {
  898. p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  899. }
  900. {
  901. RD::TextureFormat tf;
  902. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  903. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  904. tf.width = p_ssao_buffers.buffer_width;
  905. tf.height = p_ssao_buffers.buffer_height;
  906. tf.array_layers = 4;
  907. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  908. p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  909. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
  910. for (uint32_t i = 0; i < 4; i++) {
  911. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
  912. p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
  913. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  914. }
  915. }
  916. {
  917. RD::TextureFormat tf;
  918. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  919. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  920. tf.width = p_ssao_buffers.buffer_width;
  921. tf.height = p_ssao_buffers.buffer_height;
  922. tf.array_layers = 4;
  923. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  924. p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  925. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
  926. for (uint32_t i = 0; i < 4; i++) {
  927. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
  928. p_ssao_buffers.ao_pong_slices.push_back(slice);
  929. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  930. }
  931. }
  932. {
  933. RD::TextureFormat tf;
  934. tf.format = RD::DATA_FORMAT_R8_UNORM;
  935. tf.width = p_ssao_buffers.buffer_width;
  936. tf.height = p_ssao_buffers.buffer_height;
  937. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  938. p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  939. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
  940. p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  941. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
  942. }
  943. {
  944. RD::TextureFormat tf;
  945. tf.format = RD::DATA_FORMAT_R8_UNORM;
  946. tf.width = p_settings.full_screen_size.x;
  947. tf.height = p_settings.full_screen_size.y;
  948. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  949. p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  950. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
  951. }
  952. p_ssao_buffers.half_size = ssao_half_size;
  953. }
  954. }
  955. void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
  956. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  957. ERR_FAIL_NULL(uniform_set_cache);
  958. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  959. ERR_FAIL_NULL(material_storage);
  960. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  961. memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
  962. /* FIRST PASS */
  963. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
  964. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  965. RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
  966. /* SECOND PASS */
  967. // Sample SSAO
  968. {
  969. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  970. ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  971. ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  972. ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  973. ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  974. float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
  975. float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
  976. ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  977. ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  978. ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  979. ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  980. ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  981. ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
  982. ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
  983. ssao.gather_push_constant.radius = p_settings.radius;
  984. float radius_near_limit = (p_settings.radius * 1.2f);
  985. if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
  986. radius_near_limit *= 1.50f;
  987. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  988. ssao.gather_push_constant.radius *= 0.8f;
  989. }
  990. }
  991. radius_near_limit /= tan_half_fov_y;
  992. ssao.gather_push_constant.intensity = p_settings.intensity;
  993. ssao.gather_push_constant.shadow_power = p_settings.power;
  994. ssao.gather_push_constant.shadow_clamp = 0.98;
  995. ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
  996. ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
  997. ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
  998. ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  999. ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
  1000. ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
  1001. ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
  1002. ssao.gather_push_constant.detail_intensity = p_settings.detail;
  1003. ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
  1004. ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
  1005. if (p_ssao_buffers.gather_uniform_set.is_null()) {
  1006. Vector<RD::Uniform> uniforms;
  1007. {
  1008. RD::Uniform u;
  1009. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  1010. u.binding = 0;
  1011. u.append_id(default_sampler);
  1012. u.append_id(p_ssao_buffers.depth_texture_view);
  1013. uniforms.push_back(u);
  1014. }
  1015. {
  1016. RD::Uniform u;
  1017. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1018. u.binding = 1;
  1019. u.append_id(p_normal_buffer);
  1020. uniforms.push_back(u);
  1021. }
  1022. {
  1023. RD::Uniform u;
  1024. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1025. u.binding = 2;
  1026. u.append_id(ss_effects.gather_constants_buffer);
  1027. uniforms.push_back(u);
  1028. }
  1029. p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
  1030. RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
  1031. }
  1032. if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
  1033. Vector<RD::Uniform> uniforms;
  1034. {
  1035. RD::Uniform u;
  1036. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1037. u.binding = 0;
  1038. u.append_id(p_ssao_buffers.ao_pong);
  1039. uniforms.push_back(u);
  1040. }
  1041. {
  1042. RD::Uniform u;
  1043. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  1044. u.binding = 1;
  1045. u.append_id(default_sampler);
  1046. u.append_id(p_ssao_buffers.importance_map[0]);
  1047. uniforms.push_back(u);
  1048. }
  1049. {
  1050. RD::Uniform u;
  1051. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1052. u.binding = 2;
  1053. u.append_id(ssao.importance_map_load_counter);
  1054. uniforms.push_back(u);
  1055. }
  1056. p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
  1057. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
  1058. }
  1059. if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
  1060. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  1061. ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  1062. ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  1063. ssao.importance_map_push_constant.intensity = p_settings.intensity;
  1064. ssao.importance_map_push_constant.power = p_settings.power;
  1065. //base pass
  1066. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
  1067. gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
  1068. //generate importance map
  1069. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
  1070. RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
  1071. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
  1072. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
  1073. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  1074. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1075. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1076. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1077. //process importance map A
  1078. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
  1079. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
  1080. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
  1081. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
  1082. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
  1083. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1084. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1085. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1086. //process Importance Map B
  1087. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
  1088. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
  1089. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
  1090. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  1091. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
  1092. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1093. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1094. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1095. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
  1096. RD::get_singleton()->draw_command_end_label(); // Importance Map
  1097. } else {
  1098. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
  1099. }
  1100. gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
  1101. RD::get_singleton()->draw_command_end_label(); // Gather SSAO
  1102. }
  1103. // /* THIRD PASS */
  1104. // // Blur
  1105. //
  1106. {
  1107. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  1108. ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  1109. ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  1110. ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  1111. int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
  1112. shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
  1113. for (int pass = 0; pass < blur_passes; pass++) {
  1114. int blur_pipeline = SSAO_BLUR_PASS;
  1115. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1116. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1117. if (pass < blur_passes - 2) {
  1118. blur_pipeline = SSAO_BLUR_PASS_WIDE;
  1119. } else {
  1120. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1121. }
  1122. }
  1123. for (int i = 0; i < 4; i++) {
  1124. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  1125. continue;
  1126. }
  1127. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
  1128. if (pass % 2 == 0) {
  1129. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1130. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1131. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
  1132. } else {
  1133. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1134. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
  1135. }
  1136. RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
  1137. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
  1138. } else {
  1139. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1140. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
  1141. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
  1142. } else {
  1143. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
  1144. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
  1145. }
  1146. RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1147. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
  1148. }
  1149. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
  1150. Size2i size(p_settings.full_screen_size.x >> (ssao_half_size ? 2 : 1), p_settings.full_screen_size.y >> (ssao_half_size ? 2 : 1));
  1151. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  1152. }
  1153. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1154. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1155. }
  1156. }
  1157. RD::get_singleton()->draw_command_end_label(); // Blur
  1158. }
  1159. /* FOURTH PASS */
  1160. // Interleave buffers
  1161. // back to full size
  1162. {
  1163. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  1164. ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  1165. ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  1166. ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  1167. ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
  1168. shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
  1169. int interleave_pipeline = SSAO_INTERLEAVE_HALF;
  1170. if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
  1171. interleave_pipeline = SSAO_INTERLEAVE;
  1172. } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
  1173. interleave_pipeline = SSAO_INTERLEAVE_SMART;
  1174. }
  1175. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
  1176. RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
  1177. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
  1178. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
  1179. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
  1180. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
  1181. } else {
  1182. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
  1183. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
  1184. }
  1185. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
  1186. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  1187. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1188. RD::get_singleton()->draw_command_end_label(); // Interleave
  1189. }
  1190. RD::get_singleton()->draw_command_end_label(); //SSAO
  1191. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
  1192. int zero[1] = { 0 };
  1193. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  1194. }
  1195. void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
  1196. if (p_ssao_buffers.ao_final.is_valid()) {
  1197. RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
  1198. RD::get_singleton()->free(p_ssao_buffers.ao_pong);
  1199. RD::get_singleton()->free(p_ssao_buffers.ao_final);
  1200. RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
  1201. RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
  1202. p_ssao_buffers.ao_deinterleaved = RID();
  1203. p_ssao_buffers.ao_pong = RID();
  1204. p_ssao_buffers.ao_final = RID();
  1205. p_ssao_buffers.importance_map[0] = RID();
  1206. p_ssao_buffers.importance_map[1] = RID();
  1207. p_ssao_buffers.ao_deinterleaved_slices.clear();
  1208. p_ssao_buffers.ao_pong_slices.clear();
  1209. p_ssao_buffers.gather_uniform_set = RID();
  1210. p_ssao_buffers.importance_map_uniform_set = RID();
  1211. }
  1212. }
  1213. /* Screen Space Reflection */
  1214. void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  1215. ssr_roughness_quality = p_quality;
  1216. }
  1217. void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count) {
  1218. // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
  1219. if (p_ssr_buffers.depth_scaled.is_null()) {
  1220. RD::TextureFormat tf;
  1221. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1222. tf.width = p_screen_size.x;
  1223. tf.height = p_screen_size.y;
  1224. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1225. tf.array_layers = 1;
  1226. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1227. p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1228. RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
  1229. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1230. p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1231. RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
  1232. }
  1233. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
  1234. RD::TextureFormat tf;
  1235. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1236. tf.width = p_screen_size.x;
  1237. tf.height = p_screen_size.y;
  1238. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1239. tf.array_layers = 1;
  1240. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1241. p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1242. RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
  1243. p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1244. RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
  1245. }
  1246. if (p_ssr_buffers.intermediate.is_null()) {
  1247. RD::TextureFormat tf;
  1248. tf.format = p_color_format;
  1249. tf.width = p_screen_size.x;
  1250. tf.height = p_screen_size.y;
  1251. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1252. tf.array_layers = 1;
  1253. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1254. p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1255. RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
  1256. if (p_view_count > 1) {
  1257. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1258. tf.array_layers = p_view_count;
  1259. } else {
  1260. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1261. tf.array_layers = 1;
  1262. }
  1263. p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1264. RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
  1265. for (uint32_t v = 0; v < p_view_count; v++) {
  1266. p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
  1267. }
  1268. }
  1269. }
  1270. void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
  1271. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1272. ERR_FAIL_NULL(uniform_set_cache);
  1273. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1274. ERR_FAIL_NULL(material_storage);
  1275. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1276. {
  1277. // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
  1278. ScreenSpaceReflectionSceneData scene_data;
  1279. if (ssr.ubo.is_null()) {
  1280. ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
  1281. }
  1282. for (uint32_t v = 0; v < p_view_count; v++) {
  1283. store_camera(p_projections[v], scene_data.projection[v]);
  1284. store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  1285. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  1286. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  1287. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  1288. scene_data.eye_offset[v][3] = 0.0;
  1289. }
  1290. RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
  1291. }
  1292. uint32_t pipeline_specialization = 0;
  1293. if (p_view_count > 1) {
  1294. pipeline_specialization |= SSR_MULTIVIEW;
  1295. }
  1296. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1297. for (uint32_t v = 0; v < p_view_count; v++) {
  1298. RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
  1299. { //scale color and depth to half
  1300. RD::get_singleton()->draw_command_begin_label("SSR Scale");
  1301. ScreenSpaceReflectionScalePushConstant push_constant;
  1302. push_constant.view_index = v;
  1303. push_constant.camera_z_far = p_projections[v].get_z_far();
  1304. push_constant.camera_z_near = p_projections[v].get_z_near();
  1305. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1306. push_constant.filter = false; //enabling causes arctifacts
  1307. push_constant.screen_size[0] = p_screen_size.x;
  1308. push_constant.screen_size[1] = p_screen_size.y;
  1309. RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
  1310. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
  1311. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
  1312. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
  1313. RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
  1314. RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
  1315. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
  1316. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1317. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2);
  1318. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1319. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1320. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
  1321. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
  1322. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1323. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1324. RD::get_singleton()->draw_command_end_label();
  1325. }
  1326. {
  1327. RD::get_singleton()->draw_command_begin_label("SSR main");
  1328. ScreenSpaceReflectionPushConstant push_constant;
  1329. push_constant.view_index = v;
  1330. push_constant.camera_z_far = p_projections[v].get_z_far();
  1331. push_constant.camera_z_near = p_projections[v].get_z_near();
  1332. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1333. push_constant.screen_size[0] = p_screen_size.x;
  1334. push_constant.screen_size[1] = p_screen_size.y;
  1335. push_constant.curve_fade_in = p_fade_in;
  1336. push_constant.distance_fade = p_fade_out;
  1337. push_constant.num_steps = p_max_steps;
  1338. push_constant.depth_tolerance = p_tolerance;
  1339. push_constant.use_half_res = true;
  1340. push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
  1341. push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
  1342. push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
  1343. push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
  1344. ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
  1345. RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
  1346. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
  1347. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1348. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1349. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1350. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1351. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0);
  1352. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1353. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1354. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
  1355. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
  1356. } else {
  1357. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1358. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1359. }
  1360. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1361. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
  1362. RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
  1363. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
  1364. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
  1365. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1366. RD::get_singleton()->draw_command_end_label();
  1367. }
  1368. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1369. RD::get_singleton()->draw_command_begin_label("SSR filter");
  1370. //blur
  1371. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1372. ScreenSpaceReflectionFilterPushConstant push_constant;
  1373. push_constant.view_index = v;
  1374. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1375. push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
  1376. push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
  1377. push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
  1378. push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
  1379. push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
  1380. push_constant.vertical = 0;
  1381. if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
  1382. push_constant.steps = p_max_steps / 3;
  1383. push_constant.increment = 3;
  1384. } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
  1385. push_constant.steps = p_max_steps / 2;
  1386. push_constant.increment = 2;
  1387. } else {
  1388. push_constant.steps = p_max_steps;
  1389. push_constant.increment = 1;
  1390. }
  1391. push_constant.screen_size[0] = p_screen_size.width;
  1392. push_constant.screen_size[1] = p_screen_size.height;
  1393. // Horizontal pass
  1394. SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
  1395. RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1396. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1397. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1398. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1399. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1400. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
  1401. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
  1402. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1403. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1404. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1405. RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
  1406. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
  1407. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1408. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1409. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1410. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1411. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1412. // Vertical pass
  1413. mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
  1414. shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1415. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1416. push_constant.vertical = 1;
  1417. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
  1418. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1419. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
  1420. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1421. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1422. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1423. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1424. if (v != p_view_count - 1) {
  1425. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1426. }
  1427. RD::get_singleton()->draw_command_end_label();
  1428. }
  1429. RD::get_singleton()->draw_command_end_label();
  1430. }
  1431. RD::get_singleton()->compute_list_end();
  1432. }
  1433. void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
  1434. for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
  1435. p_ssr_buffers.output_slices[v] = RID();
  1436. }
  1437. if (p_ssr_buffers.output.is_valid()) {
  1438. RD::get_singleton()->free(p_ssr_buffers.output);
  1439. p_ssr_buffers.output = RID();
  1440. }
  1441. if (p_ssr_buffers.intermediate.is_valid()) {
  1442. RD::get_singleton()->free(p_ssr_buffers.intermediate);
  1443. p_ssr_buffers.intermediate = RID();
  1444. }
  1445. if (p_ssr_buffers.blur_radius[0].is_valid()) {
  1446. RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
  1447. RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
  1448. p_ssr_buffers.blur_radius[0] = RID();
  1449. p_ssr_buffers.blur_radius[1] = RID();
  1450. }
  1451. if (p_ssr_buffers.depth_scaled.is_valid()) {
  1452. RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
  1453. p_ssr_buffers.depth_scaled = RID();
  1454. RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
  1455. p_ssr_buffers.normal_scaled = RID();
  1456. }
  1457. }
  1458. /* Subsurface scattering */
  1459. void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1460. sss_quality = p_quality;
  1461. }
  1462. RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
  1463. return sss_quality;
  1464. }
  1465. void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
  1466. sss_scale = p_scale;
  1467. sss_depth_scale = p_depth_scale;
  1468. }
  1469. void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size) {
  1470. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1471. ERR_FAIL_NULL(uniform_set_cache);
  1472. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1473. ERR_FAIL_NULL(material_storage);
  1474. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1475. // Our intermediate buffer is only created if we haven't created it already.
  1476. RD::DataFormat format = p_render_buffers->get_base_data_format();
  1477. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1478. uint32_t layers = 1; // We only need one layer, we're handling one view at a time
  1479. uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
  1480. RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
  1481. Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
  1482. p.normal /= p.d;
  1483. float unit_size = p.normal.x;
  1484. { //scale color and depth to half
  1485. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1486. sss.push_constant.camera_z_far = p_camera.get_z_far();
  1487. sss.push_constant.camera_z_near = p_camera.get_z_near();
  1488. sss.push_constant.orthogonal = p_camera.is_orthogonal();
  1489. sss.push_constant.unit_size = unit_size;
  1490. sss.push_constant.screen_size[0] = p_screen_size.x;
  1491. sss.push_constant.screen_size[1] = p_screen_size.y;
  1492. sss.push_constant.vertical = false;
  1493. sss.push_constant.scale = sss_scale;
  1494. sss.push_constant.depth_scale = sss_depth_scale;
  1495. RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
  1496. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
  1497. RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
  1498. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
  1499. RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
  1500. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1501. RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
  1502. // horizontal
  1503. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
  1504. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1505. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1506. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1507. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1508. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1509. // vertical
  1510. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
  1511. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
  1512. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1513. sss.push_constant.vertical = true;
  1514. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1515. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1516. RD::get_singleton()->compute_list_end();
  1517. }
  1518. }