renderer_scene_render_rd.cpp 77 KB

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  1. /**************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/image.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
  36. #include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  39. #include "servers/rendering/rendering_server_default.h"
  40. #include "servers/rendering/shader_include_db.h"
  41. #include "servers/rendering/storage/camera_attributes_storage.h"
  42. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  43. const float golden_angle = 2.4;
  44. for (int i = 0; i < p_sample_count; i++) {
  45. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  46. float theta = float(i) * golden_angle;
  47. r_kernel[i * 4] = Math::cos(theta) * r;
  48. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  49. }
  50. }
  51. RID RendererSceneRenderRD::sky_allocate() {
  52. return sky.allocate_sky_rid();
  53. }
  54. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  55. sky.initialize_sky_rid(p_rid);
  56. }
  57. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  58. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  59. }
  60. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  61. sky.sky_set_mode(p_sky, p_mode);
  62. }
  63. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  64. sky.sky_set_material(p_sky, p_material);
  65. }
  66. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  67. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  68. }
  69. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  70. glow_bicubic_upscale = p_enable;
  71. }
  72. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  73. volumetric_fog_size = p_size;
  74. volumetric_fog_depth = p_depth;
  75. }
  76. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  77. volumetric_fog_filter_active = p_enable;
  78. }
  79. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  80. gi.sdfgi_ray_count = p_ray_count;
  81. }
  82. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  83. gi.sdfgi_frames_to_converge = p_frames;
  84. }
  85. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  86. gi.sdfgi_frames_to_update_light = p_update;
  87. }
  88. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  89. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  90. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  91. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  92. return Ref<Image>(); //nothing to bake
  93. }
  94. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  95. bool use_ambient_light = false;
  96. bool use_cube_map = false;
  97. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  98. use_ambient_light = true;
  99. } else {
  100. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  101. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  102. }
  103. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  104. Color ambient_color;
  105. float ambient_color_sky_mix = 0.0;
  106. if (use_ambient_light) {
  107. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  108. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  109. ambient_color = environment_get_ambient_light(p_env);
  110. ambient_color = ambient_color.srgb_to_linear();
  111. ambient_color.r *= ambient_energy;
  112. ambient_color.g *= ambient_energy;
  113. ambient_color.b *= ambient_energy;
  114. }
  115. if (use_cube_map) {
  116. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  117. if (use_ambient_light && panorama.is_valid()) {
  118. for (int x = 0; x < p_size.width; x++) {
  119. for (int y = 0; y < p_size.height; y++) {
  120. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  121. }
  122. }
  123. }
  124. return panorama;
  125. } else {
  126. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  127. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  128. panorama_color = panorama_color.srgb_to_linear();
  129. panorama_color.r *= bg_energy_multiplier;
  130. panorama_color.g *= bg_energy_multiplier;
  131. panorama_color.b *= bg_energy_multiplier;
  132. if (use_ambient_light) {
  133. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  134. }
  135. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  136. panorama->fill(panorama_color);
  137. return panorama;
  138. }
  139. }
  140. /* REFLECTION PROBE */
  141. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  142. Vector<RID> fb;
  143. fb.push_back(p_color);
  144. fb.push_back(p_depth);
  145. return RD::get_singleton()->framebuffer_create(fb);
  146. }
  147. /* FOG VOLUME INSTANCE */
  148. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  149. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  150. }
  151. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  152. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  153. }
  154. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  155. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  156. }
  157. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  158. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  159. }
  160. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  161. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  162. }
  163. /* VOXEL GI */
  164. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  165. return gi.voxel_gi_instance_create(p_base);
  166. }
  167. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  168. if (!is_dynamic_gi_supported()) {
  169. return;
  170. }
  171. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  172. }
  173. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  174. if (!is_dynamic_gi_supported()) {
  175. return false;
  176. }
  177. return gi.voxel_gi_needs_update(p_probe);
  178. }
  179. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  180. if (!is_dynamic_gi_supported()) {
  181. return;
  182. }
  183. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  184. }
  185. void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {
  186. ERR_FAIL_COND(p_render_buffers.is_null());
  187. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  188. return; //nothing to debug
  189. }
  190. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  191. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);
  192. }
  193. ////////////////////////////////
  194. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  195. Ref<RenderSceneBuffersRD> rb;
  196. rb.instantiate();
  197. rb->set_can_be_storage(_render_buffers_can_be_storage());
  198. rb->set_max_cluster_elements(max_cluster_elements);
  199. rb->set_base_data_format(_render_buffers_get_color_format());
  200. if (vrs) {
  201. rb->set_vrs(vrs);
  202. }
  203. setup_render_buffer_data(rb);
  204. return rb;
  205. }
  206. bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {
  207. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  208. if (p_render_data->compositor.is_null()) {
  209. return false;
  210. }
  211. if (p_render_data->reflection_probe.is_valid()) {
  212. return false;
  213. }
  214. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  215. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  216. for (RID rid : re_rids) {
  217. if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {
  218. return true;
  219. }
  220. }
  221. return false;
  222. }
  223. bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  224. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  225. if (p_render_data->compositor.is_null()) {
  226. return false;
  227. }
  228. if (p_render_data->reflection_probe.is_valid()) {
  229. return false;
  230. }
  231. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  232. Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  233. return effects.size() > 0;
  234. }
  235. void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  236. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  237. if (p_render_data->compositor.is_null()) {
  238. return;
  239. }
  240. if (p_render_data->reflection_probe.is_valid()) {
  241. return;
  242. }
  243. ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));
  244. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  245. for (RID rid : re_rids) {
  246. Callable callback = comp_storage->compositor_effect_get_callback(rid);
  247. Array arr = { p_callback_type, p_render_data };
  248. callback.callv(arr);
  249. }
  250. }
  251. void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {
  252. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  253. ERR_FAIL_COND(rb.is_null());
  254. if (!rb->has_internal_texture()) {
  255. // We're likely rendering reflection probes where we can't use our backbuffers.
  256. return;
  257. }
  258. bool can_use_storage = _render_buffers_can_be_storage();
  259. Size2i size = rb->get_internal_size();
  260. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  261. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  262. Size2i target_size = rb->get_target_size();
  263. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  264. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  265. if (reuse_blur_texture) {
  266. rb->allocate_blur_textures();
  267. } else {
  268. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  269. usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  270. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
  271. }
  272. }
  273. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  274. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  275. ERR_FAIL_COND(rb.is_null());
  276. if (!rb->has_internal_texture()) {
  277. // We're likely rendering reflection probes where we can't use our backbuffers.
  278. return;
  279. }
  280. RD::get_singleton()->draw_command_begin_label("Copy Screen Texture");
  281. StringName texture_name;
  282. bool can_use_storage = _render_buffers_can_be_storage();
  283. Size2i size = rb->get_internal_size();
  284. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  285. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  286. Size2i target_size = rb->get_target_size();
  287. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  288. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  289. if (reuse_blur_texture) {
  290. texture_name = RB_TEX_BLUR_0;
  291. } else {
  292. texture_name = RB_TEX_BACK_COLOR;
  293. }
  294. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  295. RID texture = rb->get_internal_texture(v);
  296. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
  297. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
  298. if (can_use_storage) {
  299. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  300. } else {
  301. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  302. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  303. }
  304. for (int i = 1; i < mipmaps; i++) {
  305. RID source = dest;
  306. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
  307. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
  308. if (can_use_storage) {
  309. copy_effects->make_mipmap(source, dest, msize);
  310. } else {
  311. copy_effects->make_mipmap_raster(source, dest, msize);
  312. }
  313. }
  314. }
  315. RD::get_singleton()->draw_command_end_label();
  316. }
  317. void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {
  318. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  319. ERR_FAIL_COND(rb.is_null());
  320. if (!rb->has_depth_texture()) {
  321. // We're likely rendering reflection probes where we can't use our backbuffers.
  322. return;
  323. }
  324. // Note, this only creates our back depth texture if we haven't already created it.
  325. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  326. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  327. usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // Set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  328. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  329. }
  330. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  331. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  332. ERR_FAIL_COND(rb.is_null());
  333. if (!rb->has_depth_texture()) {
  334. // We're likely rendering reflection probes where we can't use our backbuffers.
  335. return;
  336. }
  337. RD::get_singleton()->draw_command_begin_label("Copy Depth Texture");
  338. bool can_use_storage = _render_buffers_can_be_storage();
  339. Size2i size = rb->get_internal_size();
  340. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  341. RID depth_texture = rb->get_depth_texture(v);
  342. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  343. if (can_use_storage) {
  344. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  345. } else {
  346. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  347. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  348. }
  349. }
  350. RD::get_singleton()->draw_command_end_label();
  351. }
  352. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  353. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  354. ERR_FAIL_NULL(p_render_data);
  355. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  356. ERR_FAIL_COND(rb.is_null());
  357. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  358. // Glow, auto exposure and DoF (if enabled).
  359. Size2i target_size = rb->get_target_size();
  360. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
  361. can_use_effects &= _debug_draw_can_use_effects(debug_draw);
  362. bool can_use_storage = _render_buffers_can_be_storage();
  363. RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();
  364. bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);
  365. SpatialUpscaler *spatial_upscaler = nullptr;
  366. if (can_use_effects) {
  367. if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  368. spatial_upscaler = fsr;
  369. } else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
  370. #if METAL_ENABLED
  371. spatial_upscaler = mfx_spatial;
  372. #endif
  373. }
  374. }
  375. bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;
  376. RID render_target = rb->get_render_target();
  377. RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
  378. Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
  379. bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
  380. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  381. RENDER_TIMESTAMP("Depth of Field");
  382. RD::get_singleton()->draw_command_begin_label("DOF");
  383. rb->allocate_blur_textures();
  384. RendererRD::BokehDOF::BokehBuffers buffers;
  385. // Textures we use
  386. buffers.base_texture_size = color_size;
  387. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  388. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  389. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  390. if (can_use_storage) {
  391. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  392. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  393. buffers.depth_texture = rb->get_depth_texture(i);
  394. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  395. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  396. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  397. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  398. };
  399. } else {
  400. // Set framebuffers.
  401. buffers.secondary_fb = rb->weight_buffers[1].fb;
  402. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  403. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  404. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  405. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  406. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  407. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  408. // Set weight buffers.
  409. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  410. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  411. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  412. buffers.depth_texture = rb->get_depth_texture(i);
  413. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  414. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  415. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  416. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  417. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  418. }
  419. }
  420. RD::get_singleton()->draw_command_end_label();
  421. }
  422. float auto_exposure_scale = 1.0;
  423. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  424. RENDER_TIMESTAMP("Auto exposure");
  425. RD::get_singleton()->draw_command_begin_label("Auto Exposure");
  426. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  427. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  428. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  429. rb->set_auto_exposure_version(auto_exposure_version);
  430. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  431. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  432. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  433. luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  434. // Swap final reduce with prev luminance.
  435. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  436. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  437. RD::get_singleton()->draw_command_end_label();
  438. }
  439. int max_glow_level = -1;
  440. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  441. RENDER_TIMESTAMP("Glow");
  442. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  443. rb->allocate_blur_textures();
  444. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  445. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  446. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  447. if (i >= mipmaps) {
  448. max_glow_level = mipmaps - 1;
  449. } else {
  450. max_glow_level = i;
  451. }
  452. }
  453. }
  454. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  455. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  456. for (int i = 0; i < (max_glow_level + 1); i++) {
  457. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  458. if (i == 0) {
  459. RID luminance_texture;
  460. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  461. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  462. }
  463. RID source = rb->get_internal_texture(l);
  464. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  465. if (can_use_storage) {
  466. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  467. } else {
  468. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  469. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  470. }
  471. } else {
  472. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  473. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  474. if (can_use_storage) {
  475. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  476. } else {
  477. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  478. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  479. }
  480. }
  481. }
  482. }
  483. RD::get_singleton()->draw_command_end_label();
  484. }
  485. {
  486. RENDER_TIMESTAMP("Tonemap");
  487. RD::get_singleton()->draw_command_begin_label("Tonemap");
  488. RendererRD::ToneMapper::TonemapSettings tonemap;
  489. bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
  490. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  491. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  492. tonemap.use_auto_exposure = true;
  493. tonemap.auto_exposure_scale = auto_exposure_scale;
  494. } else {
  495. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  496. }
  497. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  498. tonemap.use_glow = true;
  499. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  500. tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  501. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  502. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  503. }
  504. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  505. tonemap.glow_texture_size.x = msize.width;
  506. tonemap.glow_texture_size.y = msize.height;
  507. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  508. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  509. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  510. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  511. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  512. } else {
  513. tonemap.glow_map_strength = 0.0f;
  514. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  515. }
  516. } else {
  517. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  518. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  519. }
  520. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  521. tonemap.use_fxaa = true;
  522. }
  523. tonemap.texture_size = Vector2i(color_size.x, color_size.y);
  524. if (p_render_data->environment.is_valid()) {
  525. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  526. tonemap.white = environment_get_white(p_render_data->environment);
  527. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  528. }
  529. tonemap.use_color_correction = false;
  530. tonemap.use_1d_color_correction = false;
  531. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  532. tonemap.convert_to_srgb = !using_hdr;
  533. if (can_use_effects && p_render_data->environment.is_valid()) {
  534. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  535. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  536. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  537. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  538. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  539. tonemap.use_color_correction = true;
  540. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  541. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
  542. }
  543. }
  544. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  545. tonemap.view_count = rb->get_view_count();
  546. RID dest_fb;
  547. RD::DataFormat dest_fb_format;
  548. RD::DataFormat format_for_debanding;
  549. if (spatial_upscaler != nullptr || use_smaa) {
  550. // If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.
  551. // Note that this is cached so we only create the texture the first time.
  552. dest_fb_format = _render_buffers_get_color_format();
  553. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), dest_fb_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
  554. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  555. if (use_smaa) {
  556. format_for_debanding = dest_fb_format;
  557. } else {
  558. // Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
  559. // This produces suboptimal results because the image will be modified by spatial upscaling after
  560. // debanding has been applied. Ideally, debanding should be applied as the final step before quantization
  561. // to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
  562. // intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
  563. // Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
  564. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
  565. }
  566. } else {
  567. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  568. // Target size in this case is lying as we never get our real target size communicated.
  569. // Bit nasty but...
  570. if (dest_is_msaa_2d) {
  571. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  572. // Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.
  573. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
  574. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  575. } else {
  576. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  577. // Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.
  578. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
  579. }
  580. }
  581. if (rb->get_use_debanding()) {
  582. if (_is_8bit_data_format(format_for_debanding)) {
  583. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
  584. } else if (_is_10bit_data_format(format_for_debanding)) {
  585. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
  586. } else {
  587. // In this case, debanding will be handled later when quantizing to an integer data format. (During blit or SMAA, for example.)
  588. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  589. }
  590. } else {
  591. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  592. }
  593. tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
  594. RD::get_singleton()->draw_command_end_label();
  595. }
  596. if (use_smaa) {
  597. RENDER_TIMESTAMP("SMAA");
  598. RD::get_singleton()->draw_command_begin_label("SMAA");
  599. bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
  600. RID dest_fb;
  601. if (spatial_upscaler) {
  602. rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
  603. }
  604. if (rb->get_view_count() > 1) {
  605. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  606. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  607. RID dest_texture;
  608. RD::DataFormat format_for_debanding;
  609. if (spatial_upscaler) {
  610. dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
  611. // Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
  612. // This produces suboptimal results because the image will be modified by spatial upscaling after
  613. // debanding has been applied. Ideally, debanding should be applied as the final step before quantization
  614. // to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
  615. // intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
  616. // Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
  617. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
  618. } else {
  619. dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  620. // Assume that the DataFormat is the same as render_target_get_color_format.
  621. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
  622. }
  623. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  624. if (rb->get_use_debanding()) {
  625. if (_is_8bit_data_format(format_for_debanding)) {
  626. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;
  627. } else if (_is_10bit_data_format(format_for_debanding)) {
  628. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;
  629. } else {
  630. // In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
  631. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
  632. }
  633. } else {
  634. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
  635. }
  636. smaa->process(rb, source_texture, dest_fb);
  637. }
  638. } else {
  639. RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));
  640. RD::DataFormat format_for_debanding;
  641. if (spatial_upscaler) {
  642. RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
  643. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  644. // Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
  645. // This produces suboptimal results because the image will be modified by spatial upscaling after
  646. // debanding has been applied. Ideally, debanding should be applied as the final step before quantization
  647. // to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
  648. // intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
  649. // Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
  650. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
  651. } else {
  652. if (dest_is_msaa_2d) {
  653. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  654. // Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.
  655. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
  656. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  657. } else {
  658. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  659. // Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.
  660. format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
  661. }
  662. }
  663. if (rb->get_use_debanding()) {
  664. if (_is_8bit_data_format(format_for_debanding)) {
  665. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;
  666. } else if (_is_10bit_data_format(format_for_debanding)) {
  667. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;
  668. } else {
  669. // In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
  670. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
  671. }
  672. } else {
  673. smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
  674. }
  675. smaa->process(rb, source_texture, dest_fb);
  676. }
  677. RD::get_singleton()->draw_command_end_label();
  678. }
  679. if (rb.is_valid() && spatial_upscaler) {
  680. spatial_upscaler->ensure_context(rb);
  681. RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());
  682. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  683. RID source_texture;
  684. if (use_smaa) {
  685. source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
  686. } else {
  687. source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  688. }
  689. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  690. spatial_upscaler->process(rb, source_texture, dest_texture);
  691. }
  692. if (dest_is_msaa_2d) {
  693. // We can't upscale directly into our MSAA buffer so we need to do a copy
  694. RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
  695. RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  696. copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
  697. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  698. }
  699. RD::get_singleton()->draw_command_end_label();
  700. }
  701. texture_storage->render_target_disable_clear_request(render_target);
  702. }
  703. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  704. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  705. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  706. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  707. ERR_FAIL_COND(rb.is_null());
  708. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  709. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  710. Size2i target_size = rb->get_target_size();
  711. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  712. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  713. RendererRD::ToneMapper::TonemapSettings tonemap;
  714. if (p_render_data->environment.is_valid()) {
  715. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  716. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  717. tonemap.white = environment_get_white(p_render_data->environment);
  718. }
  719. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  720. // The problem is that we need to use the result so far and process them before we can
  721. // apply this to our results.
  722. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  723. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  724. }
  725. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  726. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  727. }
  728. bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());
  729. tonemap.use_glow = false;
  730. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  731. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  732. tonemap.use_auto_exposure = false;
  733. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  734. tonemap.use_color_correction = false;
  735. tonemap.use_1d_color_correction = false;
  736. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  737. tonemap.convert_to_srgb = !using_hdr;
  738. if (can_use_effects && p_render_data->environment.is_valid()) {
  739. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  740. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  741. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  742. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  743. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  744. tonemap.use_color_correction = true;
  745. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  746. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
  747. }
  748. }
  749. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  750. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  751. tonemap.view_count = rb->get_view_count();
  752. if (rb->get_use_debanding()) {
  753. // Assume that the DataFormat of p_framebuffer is the same as render_target_get_color_format.
  754. RD::DataFormat dest_fb_format = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
  755. if (dest_fb_format >= RD::DATA_FORMAT_R8_UNORM && dest_fb_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32) {
  756. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
  757. } else if (dest_fb_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && dest_fb_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32) {
  758. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
  759. } else {
  760. // In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
  761. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  762. }
  763. } else {
  764. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  765. }
  766. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  767. RD::get_singleton()->draw_command_end_label();
  768. }
  769. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  770. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  771. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  772. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  773. }
  774. bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
  775. bool can_use_effects = true;
  776. switch (p_debug_draw) {
  777. // No debug draw, use camera effects
  778. case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
  779. can_use_effects = true;
  780. break;
  781. // Modes that completely override rendering to draw debug information should disable camera effects.
  782. case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
  783. case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
  784. case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
  785. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
  786. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  787. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  788. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  789. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  790. case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
  791. can_use_effects = false;
  792. break;
  793. // Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
  794. case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
  795. case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
  796. case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
  797. case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
  798. // Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
  799. case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
  800. case RS::VIEWPORT_DEBUG_DRAW_SSAO:
  801. case RS::VIEWPORT_DEBUG_DRAW_SSIL:
  802. case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
  803. case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
  804. case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
  805. can_use_effects = true;
  806. break;
  807. // Other debug draw modes keep camera effects.
  808. case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
  809. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
  810. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
  811. case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
  812. case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
  813. case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
  814. case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
  815. can_use_effects = true;
  816. break;
  817. default:
  818. break;
  819. }
  820. return can_use_effects;
  821. }
  822. void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
  823. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  824. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  825. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  826. ERR_FAIL_COND(rb.is_null());
  827. RID render_target = rb->get_render_target();
  828. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  829. if (p_render_data->shadow_atlas.is_valid()) {
  830. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
  831. if (shadow_atlas_texture.is_null()) {
  832. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  833. }
  834. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  835. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  836. }
  837. }
  838. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  839. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  840. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  841. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  842. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  843. // Determine our display size, try and keep square by using the smallest edge.
  844. Size2i size = 2 * rtsize / 3;
  845. if (size.x < size.y) {
  846. size.y = size.x;
  847. } else if (size.y < size.x) {
  848. size.x = size.y;
  849. }
  850. copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
  851. // Visualize our view frustum to show coverage.
  852. for (int i = 0; i < p_render_data->render_shadow_count; i++) {
  853. RID light = p_render_data->render_shadows[i].light;
  854. RID base = light_storage->light_instance_get_base_light(light);
  855. if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
  856. debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
  857. }
  858. }
  859. }
  860. }
  861. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  862. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  863. if (decal_atlas.is_valid()) {
  864. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  865. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  866. }
  867. }
  868. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  869. RID luminance_texture = luminance->get_current_luminance_buffer(rb);
  870. if (luminance_texture.is_valid()) {
  871. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  872. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  873. }
  874. }
  875. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
  876. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  877. copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  878. }
  879. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
  880. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  881. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);
  882. }
  883. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  884. if (p_render_data->occluder_debug_tex.is_valid()) {
  885. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  886. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  887. }
  888. }
  889. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
  890. RID velocity = _render_buffers_get_velocity_texture(rb);
  891. RID depth = rb->get_depth_texture();
  892. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  893. Size2i resolution = rb->get_internal_size();
  894. debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);
  895. }
  896. }
  897. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  898. return gi.default_voxel_gi_buffer;
  899. }
  900. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  901. return 1.0;
  902. }
  903. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  904. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  905. }
  906. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  907. return true;
  908. }
  909. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  910. gi.half_resolution = p_enable;
  911. }
  912. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  913. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  914. if (shadows_quality != p_quality) {
  915. shadows_quality = p_quality;
  916. switch (shadows_quality) {
  917. case RS::SHADOW_QUALITY_HARD: {
  918. penumbra_shadow_samples = 4;
  919. soft_shadow_samples = 0;
  920. shadows_quality_radius = 1.0;
  921. } break;
  922. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  923. penumbra_shadow_samples = 4;
  924. soft_shadow_samples = 1;
  925. shadows_quality_radius = 1.5;
  926. } break;
  927. case RS::SHADOW_QUALITY_SOFT_LOW: {
  928. penumbra_shadow_samples = 8;
  929. soft_shadow_samples = 4;
  930. shadows_quality_radius = 2.0;
  931. } break;
  932. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  933. penumbra_shadow_samples = 12;
  934. soft_shadow_samples = 8;
  935. shadows_quality_radius = 2.0;
  936. } break;
  937. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  938. penumbra_shadow_samples = 24;
  939. soft_shadow_samples = 16;
  940. shadows_quality_radius = 3.0;
  941. } break;
  942. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  943. penumbra_shadow_samples = 32;
  944. soft_shadow_samples = 32;
  945. shadows_quality_radius = 4.0;
  946. } break;
  947. case RS::SHADOW_QUALITY_MAX:
  948. break;
  949. }
  950. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  951. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  952. }
  953. _update_shader_quality_settings();
  954. }
  955. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  956. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  957. if (directional_shadow_quality != p_quality) {
  958. directional_shadow_quality = p_quality;
  959. switch (directional_shadow_quality) {
  960. case RS::SHADOW_QUALITY_HARD: {
  961. directional_penumbra_shadow_samples = 4;
  962. directional_soft_shadow_samples = 0;
  963. directional_shadow_quality_radius = 1.0;
  964. } break;
  965. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  966. directional_penumbra_shadow_samples = 4;
  967. directional_soft_shadow_samples = 1;
  968. directional_shadow_quality_radius = 1.5;
  969. } break;
  970. case RS::SHADOW_QUALITY_SOFT_LOW: {
  971. directional_penumbra_shadow_samples = 8;
  972. directional_soft_shadow_samples = 4;
  973. directional_shadow_quality_radius = 2.0;
  974. } break;
  975. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  976. directional_penumbra_shadow_samples = 12;
  977. directional_soft_shadow_samples = 8;
  978. directional_shadow_quality_radius = 2.0;
  979. } break;
  980. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  981. directional_penumbra_shadow_samples = 24;
  982. directional_soft_shadow_samples = 16;
  983. directional_shadow_quality_radius = 3.0;
  984. } break;
  985. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  986. directional_penumbra_shadow_samples = 32;
  987. directional_soft_shadow_samples = 32;
  988. directional_shadow_quality_radius = 4.0;
  989. } break;
  990. case RS::SHADOW_QUALITY_MAX:
  991. break;
  992. }
  993. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  994. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  995. }
  996. _update_shader_quality_settings();
  997. }
  998. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  999. if (decals_filter == p_filter) {
  1000. return;
  1001. }
  1002. decals_filter = p_filter;
  1003. _update_shader_quality_settings();
  1004. }
  1005. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  1006. if (light_projectors_filter == p_filter) {
  1007. return;
  1008. }
  1009. light_projectors_filter = p_filter;
  1010. _update_shader_quality_settings();
  1011. }
  1012. void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
  1013. if (lightmap_filter_bicubic == p_enable) {
  1014. return;
  1015. }
  1016. lightmap_filter_bicubic = p_enable;
  1017. _update_shader_quality_settings();
  1018. }
  1019. int RendererSceneRenderRD::get_roughness_layers() const {
  1020. return sky.roughness_layers;
  1021. }
  1022. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  1023. return sky.sky_use_cubemap_array;
  1024. }
  1025. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  1026. if (p_render_buffers.is_null()) {
  1027. return;
  1028. }
  1029. RID render_target = p_render_buffers->get_render_target();
  1030. if (render_target.is_null()) {
  1031. // must be rendering reflection probes
  1032. return;
  1033. }
  1034. if (vrs) {
  1035. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1036. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  1037. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  1038. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  1039. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  1040. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  1041. // so it needs to be set as our color attachment
  1042. Vector<RID> textures;
  1043. textures.push_back(vrs_texture);
  1044. Vector<RD::FramebufferPass> passes;
  1045. RD::FramebufferPass pass;
  1046. pass.color_attachments.push_back(0);
  1047. passes.push_back(pass);
  1048. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  1049. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  1050. }
  1051. }
  1052. }
  1053. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  1054. if (p_render_data->render_buffers.is_valid()) {
  1055. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  1056. return true;
  1057. }
  1058. }
  1059. return false;
  1060. }
  1061. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  1062. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  1063. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  1064. return;
  1065. }
  1066. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  1067. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  1068. }
  1069. }
  1070. void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {
  1071. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  1072. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1073. // getting this here now so we can direct call a bunch of things more easily
  1074. ERR_FAIL_COND(p_render_buffers.is_null());
  1075. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  1076. ERR_FAIL_COND(rb.is_null());
  1077. // setup scene data
  1078. RenderSceneDataRD scene_data;
  1079. {
  1080. // Our first camera is used by default
  1081. scene_data.cam_transform = p_camera_data->main_transform;
  1082. scene_data.cam_projection = p_camera_data->main_projection;
  1083. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  1084. scene_data.cam_frustum = p_camera_data->is_frustum;
  1085. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  1086. scene_data.taa_jitter = p_camera_data->taa_jitter;
  1087. scene_data.taa_frame_count = p_camera_data->taa_frame_count;
  1088. scene_data.main_cam_transform = p_camera_data->main_transform;
  1089. scene_data.flip_y = !p_reflection_probe.is_valid();
  1090. scene_data.view_count = p_camera_data->view_count;
  1091. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  1092. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  1093. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  1094. }
  1095. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  1096. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  1097. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  1098. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  1099. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  1100. }
  1101. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  1102. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  1103. // this should be the same for all cameras..
  1104. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  1105. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  1106. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  1107. const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");
  1108. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  1109. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1110. scene_data.screen_mesh_lod_threshold = 0.0;
  1111. } else {
  1112. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  1113. }
  1114. if (p_shadow_atlas.is_valid()) {
  1115. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  1116. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  1117. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  1118. }
  1119. {
  1120. int directional_shadow_size = light_storage->directional_shadow_get_size();
  1121. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  1122. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  1123. }
  1124. scene_data.time = time;
  1125. scene_data.time_step = time_step;
  1126. }
  1127. //assign render data
  1128. RenderDataRD render_data;
  1129. {
  1130. render_data.render_buffers = rb;
  1131. render_data.scene_data = &scene_data;
  1132. render_data.instances = &p_instances;
  1133. render_data.lights = &p_lights;
  1134. render_data.reflection_probes = &p_reflection_probes;
  1135. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  1136. render_data.decals = &p_decals;
  1137. render_data.lightmaps = &p_lightmaps;
  1138. render_data.fog_volumes = &p_fog_volumes;
  1139. render_data.environment = p_environment;
  1140. render_data.compositor = p_compositor;
  1141. render_data.camera_attributes = p_camera_attributes;
  1142. render_data.shadow_atlas = p_shadow_atlas;
  1143. render_data.occluder_debug_tex = p_occluder_debug_tex;
  1144. render_data.reflection_atlas = p_reflection_atlas;
  1145. render_data.reflection_probe = p_reflection_probe;
  1146. render_data.reflection_probe_pass = p_reflection_probe_pass;
  1147. render_data.render_shadows = p_render_shadows;
  1148. render_data.render_shadow_count = p_render_shadow_count;
  1149. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  1150. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  1151. render_data.sdfgi_update_data = p_sdfgi_update_data;
  1152. render_data.render_info = r_render_info;
  1153. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1154. render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
  1155. render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());
  1156. }
  1157. }
  1158. PagedArray<RID> empty;
  1159. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1160. render_data.lights = &empty;
  1161. render_data.reflection_probes = &empty;
  1162. render_data.voxel_gi_instances = &empty;
  1163. render_data.lightmaps = &empty;
  1164. }
  1165. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
  1166. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
  1167. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
  1168. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  1169. render_data.decals = &empty;
  1170. }
  1171. Color clear_color;
  1172. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1173. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  1174. } else {
  1175. clear_color = RSG::texture_storage->get_default_clear_color();
  1176. }
  1177. //calls _pre_opaque_render between depth pre-pass and opaque pass
  1178. _render_scene(&render_data, clear_color);
  1179. }
  1180. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1181. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  1182. }
  1183. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  1184. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  1185. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  1186. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  1187. Projection cm;
  1188. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  1189. Vector3 cam_pos = p_transform.origin;
  1190. cam_pos.y += extents.y;
  1191. Transform3D cam_xform;
  1192. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  1193. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  1194. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  1195. }
  1196. bool RendererSceneRenderRD::free(RID p_rid) {
  1197. if (is_environment(p_rid)) {
  1198. environment_free(p_rid);
  1199. } else if (is_compositor(p_rid)) {
  1200. compositor_free(p_rid);
  1201. } else if (is_compositor_effect(p_rid)) {
  1202. compositor_effect_free(p_rid);
  1203. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  1204. RSG::camera_attributes->camera_attributes_free(p_rid);
  1205. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  1206. gi.voxel_gi_instance_free(p_rid);
  1207. } else if (sky.sky_owner.owns(p_rid)) {
  1208. sky.update_dirty_skys();
  1209. sky.free_sky(p_rid);
  1210. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  1211. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  1212. } else {
  1213. return false;
  1214. }
  1215. return true;
  1216. }
  1217. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  1218. debug_draw = p_debug_draw;
  1219. }
  1220. void RendererSceneRenderRD::update() {
  1221. sky.update_dirty_skys();
  1222. }
  1223. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  1224. time = p_time;
  1225. time_step = p_step;
  1226. }
  1227. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  1228. screen_space_roughness_limiter = p_enable;
  1229. screen_space_roughness_limiter_amount = p_amount;
  1230. screen_space_roughness_limiter_limit = p_limit;
  1231. }
  1232. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  1233. return screen_space_roughness_limiter;
  1234. }
  1235. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1236. return screen_space_roughness_limiter_amount;
  1237. }
  1238. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1239. return screen_space_roughness_limiter_limit;
  1240. }
  1241. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1242. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  1243. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  1244. RD::TextureFormat tf;
  1245. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1246. tf.width = p_image_size.width; // Always 64x64
  1247. tf.height = p_image_size.height;
  1248. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1249. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1250. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1251. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1252. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1253. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1254. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1255. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1256. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1257. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  1258. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1259. Vector<RID> fb_tex;
  1260. fb_tex.push_back(albedo_alpha_tex);
  1261. fb_tex.push_back(normal_tex);
  1262. fb_tex.push_back(orm_tex);
  1263. fb_tex.push_back(emission_tex);
  1264. fb_tex.push_back(depth_write_tex);
  1265. fb_tex.push_back(depth_tex);
  1266. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1267. //RID sampled_light;
  1268. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1269. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1270. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1271. Vector<RID> materials;
  1272. materials.resize(sc);
  1273. for (uint32_t i = 0; i < sc; i++) {
  1274. if (i < (uint32_t)p_material_overrides.size()) {
  1275. materials.write[i] = p_material_overrides[i];
  1276. }
  1277. }
  1278. gi_inst->set_surface_materials(materials);
  1279. if (cull_argument.size() == 0) {
  1280. cull_argument.push_back(nullptr);
  1281. }
  1282. cull_argument[0] = gi_inst;
  1283. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1284. geometry_instance_free(gi_inst);
  1285. TypedArray<Image> ret;
  1286. {
  1287. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1288. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1289. RD::get_singleton()->free(albedo_alpha_tex);
  1290. ret.push_back(img);
  1291. }
  1292. {
  1293. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1294. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1295. RD::get_singleton()->free(normal_tex);
  1296. ret.push_back(img);
  1297. }
  1298. {
  1299. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1300. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1301. RD::get_singleton()->free(orm_tex);
  1302. ret.push_back(img);
  1303. }
  1304. {
  1305. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1306. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1307. RD::get_singleton()->free(emission_tex);
  1308. ret.push_back(img);
  1309. }
  1310. RD::get_singleton()->free(depth_write_tex);
  1311. RD::get_singleton()->free(depth_tex);
  1312. return ret;
  1313. }
  1314. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1315. gi.sdfgi_debug_probe_pos = p_position;
  1316. gi.sdfgi_debug_probe_dir = p_dir;
  1317. }
  1318. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1319. bool RendererSceneRenderRD::is_vrs_supported() const {
  1320. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1321. }
  1322. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1323. // usable by default (unless low end = true)
  1324. return true;
  1325. }
  1326. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1327. // usable by default (unless low end = true)
  1328. return true;
  1329. }
  1330. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1331. return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");
  1332. }
  1333. RendererSceneRenderRD::RendererSceneRenderRD() {
  1334. singleton = this;
  1335. }
  1336. void RendererSceneRenderRD::init() {
  1337. max_cluster_elements = get_max_elements();
  1338. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1339. /* Forward ID */
  1340. forward_id_storage = create_forward_id_storage();
  1341. /* Register the include files we make available by default to our users */
  1342. {
  1343. ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
  1344. ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
  1345. ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
  1346. }
  1347. /* SKY SHADER */
  1348. sky.init();
  1349. /* GI */
  1350. if (is_dynamic_gi_supported()) {
  1351. gi.init(&sky);
  1352. }
  1353. { //decals
  1354. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1355. }
  1356. { //lights
  1357. }
  1358. if (is_volumetric_supported()) {
  1359. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1360. }
  1361. RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  1362. RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  1363. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1364. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1365. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1366. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1367. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1368. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1369. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1370. penumbra_shadow_kernel = memnew_arr(float, 128);
  1371. soft_shadow_kernel = memnew_arr(float, 128);
  1372. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1373. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1374. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1375. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1376. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1377. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1378. lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
  1379. cull_argument.set_page_pool(&cull_argument_pool);
  1380. bool can_use_storage = _render_buffers_can_be_storage();
  1381. bool can_use_vrs = is_vrs_supported();
  1382. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1383. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1384. debug_effects = memnew(RendererRD::DebugEffects);
  1385. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1386. smaa = memnew(RendererRD::SMAA);
  1387. tone_mapper = memnew(RendererRD::ToneMapper);
  1388. if (can_use_vrs) {
  1389. vrs = memnew(RendererRD::VRS);
  1390. }
  1391. if (can_use_storage) {
  1392. fsr = memnew(RendererRD::FSR);
  1393. }
  1394. #ifdef METAL_ENABLED
  1395. mfx_spatial = memnew(RendererRD::MFXSpatialEffect);
  1396. #endif
  1397. }
  1398. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1399. if (forward_id_storage) {
  1400. memdelete(forward_id_storage);
  1401. }
  1402. if (bokeh_dof) {
  1403. memdelete(bokeh_dof);
  1404. }
  1405. if (copy_effects) {
  1406. memdelete(copy_effects);
  1407. }
  1408. if (debug_effects) {
  1409. memdelete(debug_effects);
  1410. }
  1411. if (luminance) {
  1412. memdelete(luminance);
  1413. }
  1414. if (smaa) {
  1415. memdelete(smaa);
  1416. }
  1417. if (tone_mapper) {
  1418. memdelete(tone_mapper);
  1419. }
  1420. if (vrs) {
  1421. memdelete(vrs);
  1422. }
  1423. if (fsr) {
  1424. memdelete(fsr);
  1425. }
  1426. #ifdef METAL_ENABLED
  1427. if (mfx_spatial) {
  1428. memdelete(mfx_spatial);
  1429. }
  1430. #endif
  1431. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1432. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1433. }
  1434. if (is_dynamic_gi_supported()) {
  1435. gi.free();
  1436. }
  1437. if (is_volumetric_supported()) {
  1438. RendererRD::Fog::get_singleton()->free_fog_shader();
  1439. }
  1440. memdelete_arr(directional_penumbra_shadow_kernel);
  1441. memdelete_arr(directional_soft_shadow_kernel);
  1442. memdelete_arr(penumbra_shadow_kernel);
  1443. memdelete_arr(soft_shadow_kernel);
  1444. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1445. cull_argument.reset(); //avoid exit error
  1446. }