renderer_compositor_rd.cpp 13 KB

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  1. /*************************************************************************/
  2. /* renderer_compositor_rd.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 "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. void RendererCompositorRD::prepare_for_blitting_render_targets() {
  34. RD::get_singleton()->prepare_screen_for_drawing();
  35. }
  36. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  37. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  38. if (draw_list == RD::INVALID_ID) {
  39. return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  40. }
  41. for (int i = 0; i < p_amount; i++) {
  42. RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
  43. ERR_CONTINUE(texture.is_null());
  44. RID rd_texture = texture_storage->texture_get_rd_texture(texture);
  45. ERR_CONTINUE(rd_texture.is_null());
  46. // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
  47. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  48. Vector<RD::Uniform> uniforms;
  49. RD::Uniform u;
  50. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  51. u.binding = 0;
  52. u.append_id(blit.sampler);
  53. u.append_id(rd_texture);
  54. uniforms.push_back(u);
  55. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  56. render_target_descriptors[rd_texture] = uniform_set;
  57. }
  58. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  59. BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
  60. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  61. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  62. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  63. blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
  64. blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
  65. blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
  66. blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
  67. blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
  68. blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
  69. blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
  70. blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
  71. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  72. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  73. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  74. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  75. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  76. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  77. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  78. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  79. RD::get_singleton()->draw_list_draw(draw_list, true);
  80. }
  81. RD::get_singleton()->draw_list_end();
  82. }
  83. void RendererCompositorRD::begin_frame(double frame_step) {
  84. frame++;
  85. delta = frame_step;
  86. time += frame_step;
  87. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  88. time = Math::fmod(time, time_roll_over);
  89. canvas->set_time(time);
  90. scene->set_time(time, frame_step);
  91. }
  92. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  93. #ifndef _MSC_VER
  94. #warning TODO: likely pass a bool to swap buffers to avoid display?
  95. #endif
  96. RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
  97. }
  98. void RendererCompositorRD::initialize() {
  99. {
  100. // Initialize blit
  101. Vector<String> blit_modes;
  102. blit_modes.push_back("\n");
  103. blit_modes.push_back("\n#define USE_LAYER\n");
  104. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  105. blit_modes.push_back("\n");
  106. blit.shader.initialize(blit_modes);
  107. blit.shader_version = blit.shader.version_create();
  108. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  109. blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  110. }
  111. //create index array for copy shader
  112. Vector<uint8_t> pv;
  113. pv.resize(6 * 4);
  114. {
  115. uint8_t *w = pv.ptrw();
  116. int *p32 = (int *)w;
  117. p32[0] = 0;
  118. p32[1] = 1;
  119. p32[2] = 2;
  120. p32[3] = 0;
  121. p32[4] = 2;
  122. p32[5] = 3;
  123. }
  124. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  125. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  126. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  127. }
  128. }
  129. uint64_t RendererCompositorRD::frame = 1;
  130. void RendererCompositorRD::finalize() {
  131. memdelete(scene);
  132. memdelete(canvas);
  133. memdelete(storage);
  134. memdelete(decal_atlas_storage);
  135. memdelete(material_storage);
  136. memdelete(texture_storage);
  137. memdelete(canvas_texture_storage);
  138. //only need to erase these, the rest are erased by cascade
  139. blit.shader.version_free(blit.shader_version);
  140. RD::get_singleton()->free(blit.index_buffer);
  141. RD::get_singleton()->free(blit.sampler);
  142. }
  143. void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  144. RD::get_singleton()->prepare_screen_for_drawing();
  145. RID texture = texture_storage->texture_allocate();
  146. texture_storage->texture_2d_initialize(texture, p_image);
  147. RID rd_texture = texture_storage->texture_get_rd_texture(texture);
  148. RID uset;
  149. {
  150. Vector<RD::Uniform> uniforms;
  151. RD::Uniform u;
  152. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  153. u.binding = 0;
  154. u.append_id(blit.sampler);
  155. u.append_id(rd_texture);
  156. uniforms.push_back(u);
  157. uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  158. }
  159. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  160. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  161. Rect2 screenrect;
  162. if (p_scale) {
  163. if (window_size.width > window_size.height) {
  164. //scale horizontally
  165. screenrect.size.y = window_size.height;
  166. screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
  167. screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
  168. } else {
  169. //scale vertically
  170. screenrect.size.x = window_size.width;
  171. screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
  172. screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
  173. }
  174. } else {
  175. screenrect = imgrect;
  176. screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
  177. }
  178. screenrect.position /= window_size;
  179. screenrect.size /= window_size;
  180. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
  181. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
  182. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  183. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
  184. blit.push_constant.src_rect[0] = 0.0;
  185. blit.push_constant.src_rect[1] = 0.0;
  186. blit.push_constant.src_rect[2] = 1.0;
  187. blit.push_constant.src_rect[3] = 1.0;
  188. blit.push_constant.dst_rect[0] = screenrect.position.x;
  189. blit.push_constant.dst_rect[1] = screenrect.position.y;
  190. blit.push_constant.dst_rect[2] = screenrect.size.width;
  191. blit.push_constant.dst_rect[3] = screenrect.size.height;
  192. blit.push_constant.layer = 0;
  193. blit.push_constant.eye_center[0] = 0;
  194. blit.push_constant.eye_center[1] = 0;
  195. blit.push_constant.k1 = 0;
  196. blit.push_constant.k2 = 0;
  197. blit.push_constant.upscale = 1.0;
  198. blit.push_constant.aspect_ratio = 1.0;
  199. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  200. RD::get_singleton()->draw_list_draw(draw_list, true);
  201. RD::get_singleton()->draw_list_end();
  202. RD::get_singleton()->swap_buffers();
  203. texture_storage->texture_free(texture);
  204. }
  205. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  206. RendererCompositorRD::RendererCompositorRD() {
  207. uniform_set_cache = memnew(UniformSetCacheRD);
  208. {
  209. String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
  210. if (shader_cache_dir.is_empty()) {
  211. shader_cache_dir = "user://";
  212. }
  213. DirAccessRef da = DirAccess::open(shader_cache_dir);
  214. if (!da) {
  215. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  216. } else {
  217. Error err = da->change_dir("shader_cache");
  218. if (err != OK) {
  219. err = da->make_dir("shader_cache");
  220. }
  221. if (err != OK) {
  222. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  223. } else {
  224. shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
  225. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  226. if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
  227. shader_cache_dir = String(); //disable only if not editor
  228. }
  229. if (!shader_cache_dir.is_empty()) {
  230. bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
  231. bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
  232. bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
  233. ShaderRD::set_shader_cache_dir(shader_cache_dir);
  234. ShaderRD::set_shader_cache_save_compressed(compress);
  235. ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
  236. ShaderRD::set_shader_cache_save_debug(!strip_debug);
  237. }
  238. }
  239. }
  240. }
  241. singleton = this;
  242. time = 0;
  243. canvas_texture_storage = memnew(RendererRD::CanvasTextureStorage);
  244. texture_storage = memnew(RendererRD::TextureStorage);
  245. decal_atlas_storage = memnew(RendererRD::DecalAtlasStorage);
  246. material_storage = memnew(RendererRD::MaterialStorage);
  247. storage = memnew(RendererStorageRD);
  248. canvas = memnew(RendererCanvasRenderRD(storage));
  249. back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
  250. uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  251. if (back_end || textures_per_stage < 48) {
  252. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
  253. } else { // back_end == false
  254. // default to our high end renderer
  255. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
  256. }
  257. scene->init();
  258. // now we're ready to create our effects,
  259. storage->init_effects(!scene->_render_buffers_can_be_storage());
  260. }
  261. RendererCompositorRD::~RendererCompositorRD() {
  262. memdelete(uniform_set_cache);
  263. ShaderRD::set_shader_cache_dir(String());
  264. }