renderer_scene_render_rd.cpp 79 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825
  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_octmap = 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_octmap = (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_octmap || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  102. }
  103. use_octmap = use_octmap || (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_octmap) {
  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_preferred_data_format(_render_buffers_get_preferred_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. if (!rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR)) {
  269. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  270. usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  271. // This needs to have mipmaps if any shader needs textureLod to work on screen_texture
  272. uint32_t mipmaps_required = Image::get_image_required_mipmaps(size.x, size.y, Image::FORMAT_RGBAH);
  273. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits, RenderingDeviceCommons::TEXTURE_SAMPLES_1, { 0, 0 }, 0U, mipmaps_required);
  274. }
  275. }
  276. }
  277. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  278. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  279. ERR_FAIL_COND(rb.is_null());
  280. if (!rb->has_internal_texture()) {
  281. // We're likely rendering reflection probes where we can't use our backbuffers.
  282. return;
  283. }
  284. RD::get_singleton()->draw_command_begin_label("Copy Screen Texture");
  285. StringName texture_name;
  286. bool can_use_storage = _render_buffers_can_be_storage();
  287. Size2i size = rb->get_internal_size();
  288. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  289. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  290. Size2i target_size = rb->get_target_size();
  291. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  292. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  293. if (reuse_blur_texture) {
  294. texture_name = RB_TEX_BLUR_0;
  295. } else {
  296. texture_name = RB_TEX_BACK_COLOR;
  297. }
  298. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  299. RID texture = rb->get_internal_texture(v);
  300. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
  301. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
  302. if (can_use_storage) {
  303. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  304. } else {
  305. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  306. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  307. }
  308. for (int i = 1; i < mipmaps; i++) {
  309. RID source = dest;
  310. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
  311. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
  312. if (can_use_storage) {
  313. copy_effects->make_mipmap(source, dest, msize);
  314. } else {
  315. copy_effects->make_mipmap_raster(source, dest, msize);
  316. }
  317. }
  318. }
  319. RD::get_singleton()->draw_command_end_label();
  320. }
  321. void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {
  322. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  323. ERR_FAIL_COND(rb.is_null());
  324. if (!rb->has_depth_texture()) {
  325. // We're likely rendering reflection probes where we can't use our backbuffers.
  326. return;
  327. }
  328. // Note, this only creates our back depth texture if we haven't already created it.
  329. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  330. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  331. 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
  332. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  333. }
  334. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data, bool p_use_msaa) {
  335. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  336. ERR_FAIL_COND(rb.is_null());
  337. if (!rb->has_depth_texture()) {
  338. // We're likely rendering reflection probes where we can't use our backbuffers.
  339. return;
  340. }
  341. RD::get_singleton()->draw_command_begin_label("Copy Depth Texture");
  342. bool can_use_storage = _render_buffers_can_be_storage();
  343. Size2i size = rb->get_internal_size();
  344. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  345. RID depth_texture = rb->get_depth_texture(v);
  346. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  347. if (can_use_storage) {
  348. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  349. } else {
  350. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  351. if (p_use_msaa) {
  352. static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
  353. resolve_effects->resolve_depth_raster(rb->get_depth_msaa(v), depth_back_fb, texture_multisamples[rb->get_msaa_3d()]);
  354. } else {
  355. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  356. }
  357. }
  358. }
  359. RD::get_singleton()->draw_command_end_label();
  360. }
  361. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa) {
  362. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  363. ERR_FAIL_NULL(p_render_data);
  364. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  365. ERR_FAIL_COND(rb.is_null());
  366. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  367. // Glow, auto exposure and DoF (if enabled).
  368. Size2i target_size = rb->get_target_size();
  369. 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...
  370. can_use_effects &= _debug_draw_can_use_effects(debug_draw);
  371. bool can_use_storage = _render_buffers_can_be_storage();
  372. RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();
  373. 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);
  374. SpatialUpscaler *spatial_upscaler = nullptr;
  375. if (can_use_effects) {
  376. if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  377. spatial_upscaler = fsr;
  378. } else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
  379. #if METAL_ENABLED
  380. spatial_upscaler = mfx_spatial;
  381. #endif
  382. }
  383. }
  384. bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;
  385. RID render_target = rb->get_render_target();
  386. RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
  387. Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
  388. bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
  389. bool using_dof = RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes);
  390. if (using_dof && p_render_data->transparent_bg) {
  391. WARN_PRINT_ONCE("Depth of field is not supported in viewports with a transparent background. Disabling DoF in transparent viewport.");
  392. using_dof = false;
  393. }
  394. if (can_use_effects && using_dof) {
  395. RENDER_TIMESTAMP("Depth of Field");
  396. RD::get_singleton()->draw_command_begin_label("DOF");
  397. rb->allocate_blur_textures();
  398. RendererRD::BokehDOF::BokehBuffers buffers;
  399. // Textures we use
  400. buffers.base_texture_size = color_size;
  401. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  402. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  403. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  404. if (can_use_storage) {
  405. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  406. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  407. buffers.depth_texture = rb->get_depth_texture(i);
  408. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  409. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  410. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  411. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  412. };
  413. } else {
  414. // Set framebuffers.
  415. buffers.secondary_fb = rb->weight_buffers[1].fb;
  416. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  417. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  418. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  419. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  420. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  421. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  422. // Set weight buffers.
  423. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  424. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  425. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  426. buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);
  427. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  428. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  429. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  430. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  431. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  432. }
  433. }
  434. RD::get_singleton()->draw_command_end_label();
  435. }
  436. float auto_exposure_scale = 1.0;
  437. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  438. RENDER_TIMESTAMP("Auto exposure");
  439. RD::get_singleton()->draw_command_begin_label("Auto Exposure");
  440. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  441. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  442. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  443. rb->set_auto_exposure_version(auto_exposure_version);
  444. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  445. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  446. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  447. luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  448. // Swap final reduce with prev luminance.
  449. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  450. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  451. RD::get_singleton()->draw_command_end_label();
  452. }
  453. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  454. RENDER_TIMESTAMP("Glow");
  455. rb->allocate_blur_textures();
  456. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  457. Vector<float> glow_levels = environment_get_glow_levels(p_render_data->environment);
  458. bool use_debanding = rb->get_use_debanding() && !texture_storage->render_target_is_using_hdr(render_target);
  459. int max_glow_index = -1;
  460. int min_glow_level = RS::MAX_GLOW_LEVELS;
  461. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  462. if (glow_levels[i] > 0.01) {
  463. max_glow_index = MAX(max_glow_index, i);
  464. min_glow_level = MIN(min_glow_level, i);
  465. }
  466. }
  467. max_glow_index = MIN(max_glow_index, mipmaps - 1);
  468. float luminance_multiplier = rb->get_luminance_multiplier();
  469. if (can_use_storage) {
  470. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  471. RID luminance_texture;
  472. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  473. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  474. }
  475. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  476. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  477. RID source = rb->get_internal_texture(l);
  478. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 0);
  479. 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);
  480. for (int i = 1; i < (max_glow_index + 1); i++) {
  481. source = dest;
  482. vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  483. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  484. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  485. }
  486. }
  487. RD::get_singleton()->draw_command_end_label();
  488. } else {
  489. // For the mobile renderer we blur down and up the mip chain. Which works out to (2*level-1) passes. This
  490. // allows us to gather our levels at low resolutions and ultimately save a lot of texture read bandwidth.
  491. // The tradeoff is that we need to use single-pass blur to minimize the number of render passes.
  492. RID source;
  493. RID dest;
  494. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  495. RD::get_singleton()->draw_command_begin_label("Gaussian Glow downsample");
  496. Size2i source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_COLOR, 0);
  497. source = rb->get_internal_texture(l);
  498. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1); // Level 1 is quarter res.
  499. copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, source_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));
  500. Size2i vp_size;
  501. for (int i = 1; i < (max_glow_index + 1); i++) {
  502. source = dest;
  503. vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  504. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);
  505. copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  506. }
  507. RD::get_singleton()->draw_command_end_label();
  508. RD::get_singleton()->draw_command_begin_label("Gaussian Glow upsample");
  509. if (max_glow_index <= 0) {
  510. // Only layer 1 is visible, just copy over.
  511. source = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); // Technically a waste, but oh well. I'm not optimizing for the case of only level 1.
  512. vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.
  513. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, 2);
  514. RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1);
  515. source_size = vp_size;
  516. copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[0], 0.0, use_debanding);
  517. }
  518. for (int i = max_glow_index - 1; i >= 0; i--) {
  519. source = dest;
  520. source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 3);
  521. vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.
  522. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, i + 2);
  523. RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);
  524. copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[i], i == (max_glow_index - 1) ? glow_levels[i + 1] : 1.0, use_debanding);
  525. }
  526. RD::get_singleton()->draw_command_end_label();
  527. }
  528. }
  529. }
  530. {
  531. RENDER_TIMESTAMP("Tonemap");
  532. RD::get_singleton()->draw_command_begin_label("Tonemap");
  533. RendererRD::ToneMapper::TonemapSettings tonemap;
  534. bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
  535. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  536. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  537. tonemap.use_auto_exposure = true;
  538. tonemap.auto_exposure_scale = auto_exposure_scale;
  539. } else {
  540. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  541. }
  542. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  543. tonemap.use_glow = true;
  544. tonemap.glow_mode = environment_get_glow_blend_mode(p_render_data->environment);
  545. tonemap.glow_intensity = tonemap.glow_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  546. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  547. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  548. }
  549. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  550. tonemap.glow_texture_size.x = msize.width;
  551. tonemap.glow_texture_size.y = msize.height;
  552. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  553. if (can_use_storage) {
  554. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  555. } else {
  556. tonemap.glow_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 2, rb->get_view_count());
  557. }
  558. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  559. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  560. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  561. } else {
  562. tonemap.glow_map_strength = 0.0f;
  563. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  564. }
  565. } else {
  566. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  567. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  568. }
  569. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  570. tonemap.use_fxaa = true;
  571. }
  572. tonemap.texture_size = Vector2i(color_size.x, color_size.y);
  573. if (p_render_data->environment.is_valid()) {
  574. // When we are using RGB10A2 render buffer format, our scene
  575. // is limited to a maximum of 2.0. In this case we should limit
  576. // the max white of tonemappers, specifically AgX which defaults
  577. // to a high white value.
  578. bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
  579. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  580. RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
  581. tonemap.tonemapper_params[0] = params.tonemapper_params[0];
  582. tonemap.tonemapper_params[1] = params.tonemapper_params[1];
  583. tonemap.tonemapper_params[2] = params.tonemapper_params[2];
  584. tonemap.tonemapper_params[3] = params.tonemapper_params[3];
  585. tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
  586. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  587. }
  588. tonemap.use_color_correction = false;
  589. tonemap.use_1d_color_correction = false;
  590. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  591. tonemap.convert_to_srgb = !using_hdr;
  592. if (can_use_effects && p_render_data->environment.is_valid()) {
  593. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  594. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  595. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  596. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  597. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  598. tonemap.use_color_correction = true;
  599. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  600. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
  601. }
  602. }
  603. tonemap.luminance_multiplier = rb->get_luminance_multiplier();
  604. tonemap.view_count = rb->get_view_count();
  605. RID dest_fb;
  606. RD::DataFormat dest_fb_format;
  607. if (spatial_upscaler != nullptr || use_smaa) {
  608. // If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.
  609. // Note that this is cached so we only create the texture the first time.
  610. dest_fb_format = rb->get_base_data_format();
  611. 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);
  612. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  613. tonemap.dest_texture_size = rb->get_internal_size();
  614. } else {
  615. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  616. // Target size in this case is lying as we never get our real target size communicated.
  617. // Bit nasty but...
  618. if (dest_is_msaa_2d) {
  619. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  620. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  621. } else {
  622. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  623. }
  624. tonemap.dest_texture_size = texture_storage->render_target_get_size(render_target);
  625. }
  626. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  627. if (rb->get_use_debanding() && !using_hdr) {
  628. if (!can_use_storage && (use_smaa || spatial_upscaler)) {
  629. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
  630. } else if (!(use_smaa || spatial_upscaler)) {
  631. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
  632. }
  633. }
  634. if (can_use_storage) {
  635. tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
  636. } else {
  637. tone_mapper->tonemapper_mobile(color_texture, dest_fb, tonemap);
  638. }
  639. RD::get_singleton()->draw_command_end_label();
  640. }
  641. if (use_smaa) {
  642. RENDER_TIMESTAMP("SMAA");
  643. RD::get_singleton()->draw_command_begin_label("SMAA");
  644. bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
  645. RID dest_fb;
  646. if (spatial_upscaler) {
  647. rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_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);
  648. }
  649. if (rb->get_view_count() > 1) {
  650. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  651. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  652. RID dest_texture;
  653. if (spatial_upscaler) {
  654. dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
  655. } else {
  656. dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  657. }
  658. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  659. smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);
  660. }
  661. } else {
  662. RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));
  663. if (spatial_upscaler) {
  664. RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_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);
  665. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  666. } else {
  667. if (dest_is_msaa_2d) {
  668. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  669. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  670. } else {
  671. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  672. }
  673. }
  674. smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);
  675. }
  676. RD::get_singleton()->draw_command_end_label();
  677. }
  678. if (rb.is_valid() && spatial_upscaler) {
  679. spatial_upscaler->ensure_context(rb);
  680. RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());
  681. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  682. RID source_texture;
  683. if (use_smaa) {
  684. source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
  685. } else {
  686. source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  687. }
  688. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  689. spatial_upscaler->process(rb, source_texture, dest_texture);
  690. }
  691. if (dest_is_msaa_2d) {
  692. // We can't upscale directly into our MSAA buffer so we need to do a copy
  693. RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
  694. RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  695. copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
  696. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  697. }
  698. RD::get_singleton()->draw_command_end_label();
  699. }
  700. texture_storage->render_target_disable_clear_request(render_target);
  701. }
  702. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  703. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  704. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  705. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  706. ERR_FAIL_COND(rb.is_null());
  707. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  708. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  709. Size2i target_size = rb->get_target_size();
  710. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  711. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  712. RendererRD::ToneMapper::TonemapSettings tonemap;
  713. if (p_render_data->environment.is_valid()) {
  714. // When we are using RGB10A2 render buffer format, our scene
  715. // is limited to a maximum of 2.0. In this case we should limit
  716. // the max white of tonemappers, specifically AgX which defaults
  717. // to a high white value.
  718. bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
  719. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  720. RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
  721. tonemap.tonemapper_params[0] = params.tonemapper_params[0];
  722. tonemap.tonemapper_params[1] = params.tonemapper_params[1];
  723. tonemap.tonemapper_params[2] = params.tonemapper_params[2];
  724. tonemap.tonemapper_params[3] = params.tonemapper_params[3];
  725. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  726. tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
  727. }
  728. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  729. // The problem is that we need to use the result so far and process them before we can
  730. // apply this to our results.
  731. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  732. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  733. }
  734. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  735. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  736. }
  737. bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());
  738. tonemap.use_glow = false;
  739. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  740. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  741. tonemap.use_auto_exposure = false;
  742. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  743. tonemap.use_color_correction = false;
  744. tonemap.use_1d_color_correction = false;
  745. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  746. tonemap.convert_to_srgb = !using_hdr;
  747. if (can_use_effects && p_render_data->environment.is_valid()) {
  748. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  749. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  750. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  751. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  752. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  753. tonemap.use_color_correction = true;
  754. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  755. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
  756. }
  757. }
  758. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  759. tonemap.luminance_multiplier = rb->get_luminance_multiplier();
  760. tonemap.view_count = rb->get_view_count();
  761. if (rb->get_use_debanding()) {
  762. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
  763. } else {
  764. tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
  765. }
  766. tone_mapper->tonemapper_subpass(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. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_preferred_color_format() {
  901. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  902. }
  903. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  904. return true;
  905. }
  906. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  907. gi.half_resolution = p_enable;
  908. }
  909. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  910. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  911. if (shadows_quality != p_quality) {
  912. shadows_quality = p_quality;
  913. switch (shadows_quality) {
  914. case RS::SHADOW_QUALITY_HARD: {
  915. penumbra_shadow_samples = 4;
  916. soft_shadow_samples = 0;
  917. shadows_quality_radius = 1.0;
  918. } break;
  919. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  920. penumbra_shadow_samples = 4;
  921. soft_shadow_samples = 1;
  922. shadows_quality_radius = 1.5;
  923. } break;
  924. case RS::SHADOW_QUALITY_SOFT_LOW: {
  925. penumbra_shadow_samples = 8;
  926. soft_shadow_samples = 4;
  927. shadows_quality_radius = 2.0;
  928. } break;
  929. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  930. penumbra_shadow_samples = 12;
  931. soft_shadow_samples = 8;
  932. shadows_quality_radius = 2.0;
  933. } break;
  934. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  935. penumbra_shadow_samples = 24;
  936. soft_shadow_samples = 16;
  937. shadows_quality_radius = 3.0;
  938. } break;
  939. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  940. penumbra_shadow_samples = 32;
  941. soft_shadow_samples = 32;
  942. shadows_quality_radius = 4.0;
  943. } break;
  944. case RS::SHADOW_QUALITY_MAX:
  945. break;
  946. }
  947. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  948. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  949. }
  950. _update_shader_quality_settings();
  951. }
  952. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  953. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  954. if (directional_shadow_quality != p_quality) {
  955. directional_shadow_quality = p_quality;
  956. switch (directional_shadow_quality) {
  957. case RS::SHADOW_QUALITY_HARD: {
  958. directional_penumbra_shadow_samples = 4;
  959. directional_soft_shadow_samples = 0;
  960. directional_shadow_quality_radius = 1.0;
  961. } break;
  962. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  963. directional_penumbra_shadow_samples = 4;
  964. directional_soft_shadow_samples = 1;
  965. directional_shadow_quality_radius = 1.5;
  966. } break;
  967. case RS::SHADOW_QUALITY_SOFT_LOW: {
  968. directional_penumbra_shadow_samples = 8;
  969. directional_soft_shadow_samples = 4;
  970. directional_shadow_quality_radius = 2.0;
  971. } break;
  972. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  973. directional_penumbra_shadow_samples = 12;
  974. directional_soft_shadow_samples = 8;
  975. directional_shadow_quality_radius = 2.0;
  976. } break;
  977. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  978. directional_penumbra_shadow_samples = 24;
  979. directional_soft_shadow_samples = 16;
  980. directional_shadow_quality_radius = 3.0;
  981. } break;
  982. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  983. directional_penumbra_shadow_samples = 32;
  984. directional_soft_shadow_samples = 32;
  985. directional_shadow_quality_radius = 4.0;
  986. } break;
  987. case RS::SHADOW_QUALITY_MAX:
  988. break;
  989. }
  990. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  991. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  992. }
  993. _update_shader_quality_settings();
  994. }
  995. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  996. if (decals_filter == p_filter) {
  997. return;
  998. }
  999. decals_filter = p_filter;
  1000. _update_shader_quality_settings();
  1001. }
  1002. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  1003. if (light_projectors_filter == p_filter) {
  1004. return;
  1005. }
  1006. light_projectors_filter = p_filter;
  1007. _update_shader_quality_settings();
  1008. }
  1009. void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
  1010. if (lightmap_filter_bicubic == p_enable) {
  1011. return;
  1012. }
  1013. lightmap_filter_bicubic = p_enable;
  1014. _update_shader_quality_settings();
  1015. }
  1016. void RendererSceneRenderRD::material_set_use_debanding(bool p_enable) {
  1017. material_use_debanding = p_enable;
  1018. _update_shader_quality_settings();
  1019. }
  1020. int RendererSceneRenderRD::get_roughness_layers() const {
  1021. return sky.roughness_layers;
  1022. }
  1023. bool RendererSceneRenderRD::is_using_radiance_octmap_array() const {
  1024. return sky.sky_use_octmap_array;
  1025. }
  1026. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  1027. if (p_render_buffers.is_null()) {
  1028. return;
  1029. }
  1030. RID render_target = p_render_buffers->get_render_target();
  1031. if (render_target.is_null()) {
  1032. // must be rendering reflection probes
  1033. return;
  1034. }
  1035. if (vrs) {
  1036. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1037. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  1038. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  1039. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  1040. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  1041. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  1042. // so it needs to be set as our color attachment
  1043. Vector<RID> textures;
  1044. textures.push_back(vrs_texture);
  1045. Vector<RD::FramebufferPass> passes;
  1046. RD::FramebufferPass pass;
  1047. pass.color_attachments.push_back(0);
  1048. passes.push_back(pass);
  1049. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  1050. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  1051. }
  1052. }
  1053. }
  1054. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  1055. if (p_render_data->render_buffers.is_valid()) {
  1056. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  1057. return true;
  1058. }
  1059. }
  1060. return false;
  1061. }
  1062. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  1063. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  1064. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  1065. return;
  1066. }
  1067. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  1068. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  1069. }
  1070. }
  1071. 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) {
  1072. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  1073. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1074. // getting this here now so we can direct call a bunch of things more easily
  1075. ERR_FAIL_COND(p_render_buffers.is_null());
  1076. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  1077. ERR_FAIL_COND(rb.is_null());
  1078. // setup scene data
  1079. RenderSceneDataRD scene_data;
  1080. {
  1081. // Our first camera is used by default
  1082. scene_data.cam_transform = p_camera_data->main_transform;
  1083. scene_data.cam_projection = p_camera_data->main_projection;
  1084. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  1085. scene_data.cam_frustum = p_camera_data->is_frustum;
  1086. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  1087. scene_data.taa_jitter = p_camera_data->taa_jitter;
  1088. scene_data.taa_frame_count = p_camera_data->taa_frame_count;
  1089. scene_data.main_cam_transform = p_camera_data->main_transform;
  1090. scene_data.flip_y = !p_reflection_probe.is_valid();
  1091. scene_data.view_count = p_camera_data->view_count;
  1092. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  1093. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  1094. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  1095. }
  1096. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  1097. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  1098. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  1099. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  1100. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  1101. }
  1102. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  1103. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  1104. // this should be the same for all cameras..
  1105. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  1106. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  1107. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  1108. const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");
  1109. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  1110. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1111. scene_data.screen_mesh_lod_threshold = 0.0;
  1112. } else {
  1113. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  1114. }
  1115. if (p_shadow_atlas.is_valid()) {
  1116. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  1117. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  1118. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  1119. }
  1120. {
  1121. int directional_shadow_size = light_storage->directional_shadow_get_size();
  1122. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  1123. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  1124. }
  1125. if (p_environment.is_valid()) {
  1126. RID sky_rid = environment_get_sky(p_environment);
  1127. if (sky_rid.is_valid()) {
  1128. int radiance_size = sky.sky_get_radiance_size(sky_rid);
  1129. scene_data.radiance_pixel_size = 1.0f / radiance_size;
  1130. float uv_border_size = sky.sky_get_uv_border_size(sky_rid);
  1131. scene_data.radiance_border_size = uv_border_size;
  1132. }
  1133. }
  1134. if (p_reflection_atlas.is_valid()) {
  1135. float border_size = light_storage->reflection_atlas_get_border_size(p_reflection_atlas);
  1136. scene_data.reflection_atlas_border_size.x = border_size;
  1137. scene_data.reflection_atlas_border_size.y = 1.0f - border_size * 2.0;
  1138. }
  1139. scene_data.time = time;
  1140. scene_data.time_step = time_step;
  1141. }
  1142. //assign render data
  1143. RenderDataRD render_data;
  1144. {
  1145. render_data.render_buffers = rb;
  1146. render_data.scene_data = &scene_data;
  1147. render_data.instances = &p_instances;
  1148. render_data.lights = &p_lights;
  1149. render_data.reflection_probes = &p_reflection_probes;
  1150. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  1151. render_data.decals = &p_decals;
  1152. render_data.lightmaps = &p_lightmaps;
  1153. render_data.fog_volumes = &p_fog_volumes;
  1154. render_data.environment = p_environment;
  1155. render_data.compositor = p_compositor;
  1156. render_data.camera_attributes = p_camera_attributes;
  1157. render_data.shadow_atlas = p_shadow_atlas;
  1158. render_data.occluder_debug_tex = p_occluder_debug_tex;
  1159. render_data.reflection_atlas = p_reflection_atlas;
  1160. render_data.reflection_probe = p_reflection_probe;
  1161. render_data.reflection_probe_pass = p_reflection_probe_pass;
  1162. render_data.render_shadows = p_render_shadows;
  1163. render_data.render_shadow_count = p_render_shadow_count;
  1164. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  1165. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  1166. render_data.sdfgi_update_data = p_sdfgi_update_data;
  1167. render_data.render_info = r_render_info;
  1168. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1169. render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
  1170. render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());
  1171. }
  1172. }
  1173. PagedArray<RID> empty;
  1174. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1175. render_data.lights = &empty;
  1176. render_data.reflection_probes = &empty;
  1177. render_data.voxel_gi_instances = &empty;
  1178. render_data.lightmaps = &empty;
  1179. }
  1180. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
  1181. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
  1182. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
  1183. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  1184. render_data.decals = &empty;
  1185. }
  1186. Color clear_color;
  1187. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1188. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  1189. } else {
  1190. clear_color = RSG::texture_storage->get_default_clear_color();
  1191. }
  1192. //calls _pre_opaque_render between depth pre-pass and opaque pass
  1193. _render_scene(&render_data, clear_color);
  1194. }
  1195. 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) {
  1196. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  1197. }
  1198. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  1199. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  1200. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  1201. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  1202. Projection cm;
  1203. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  1204. Vector3 cam_pos = p_transform.origin;
  1205. cam_pos.y += extents.y;
  1206. Transform3D cam_xform;
  1207. 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());
  1208. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  1209. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  1210. }
  1211. bool RendererSceneRenderRD::free(RID p_rid) {
  1212. if (is_environment(p_rid)) {
  1213. environment_free(p_rid);
  1214. } else if (is_compositor(p_rid)) {
  1215. compositor_free(p_rid);
  1216. } else if (is_compositor_effect(p_rid)) {
  1217. compositor_effect_free(p_rid);
  1218. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  1219. RSG::camera_attributes->camera_attributes_free(p_rid);
  1220. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  1221. gi.voxel_gi_instance_free(p_rid);
  1222. } else if (sky.sky_owner.owns(p_rid)) {
  1223. sky.update_dirty_skys();
  1224. sky.free_sky(p_rid);
  1225. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  1226. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  1227. } else {
  1228. return false;
  1229. }
  1230. return true;
  1231. }
  1232. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  1233. debug_draw = p_debug_draw;
  1234. }
  1235. void RendererSceneRenderRD::update() {
  1236. sky.update_dirty_skys();
  1237. }
  1238. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  1239. time = p_time;
  1240. time_step = p_step;
  1241. }
  1242. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  1243. screen_space_roughness_limiter = p_enable;
  1244. screen_space_roughness_limiter_amount = p_amount;
  1245. screen_space_roughness_limiter_limit = p_limit;
  1246. }
  1247. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  1248. return screen_space_roughness_limiter;
  1249. }
  1250. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1251. return screen_space_roughness_limiter_amount;
  1252. }
  1253. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1254. return screen_space_roughness_limiter_limit;
  1255. }
  1256. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1257. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  1258. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  1259. RD::TextureFormat tf;
  1260. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1261. tf.width = p_image_size.width; // Always 64x64
  1262. tf.height = p_image_size.height;
  1263. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1264. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1265. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1266. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1267. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1268. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1269. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1270. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1271. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1272. 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;
  1273. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1274. Vector<RID> fb_tex;
  1275. fb_tex.push_back(albedo_alpha_tex);
  1276. fb_tex.push_back(normal_tex);
  1277. fb_tex.push_back(orm_tex);
  1278. fb_tex.push_back(emission_tex);
  1279. fb_tex.push_back(depth_write_tex);
  1280. fb_tex.push_back(depth_tex);
  1281. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1282. //RID sampled_light;
  1283. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1284. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1285. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1286. Vector<RID> materials;
  1287. materials.resize(sc);
  1288. for (uint32_t i = 0; i < sc; i++) {
  1289. if (i < (uint32_t)p_material_overrides.size()) {
  1290. materials.write[i] = p_material_overrides[i];
  1291. }
  1292. }
  1293. gi_inst->set_surface_materials(materials);
  1294. if (cull_argument.size() == 0) {
  1295. cull_argument.push_back(nullptr);
  1296. }
  1297. cull_argument[0] = gi_inst;
  1298. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1299. geometry_instance_free(gi_inst);
  1300. TypedArray<Image> ret;
  1301. {
  1302. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1303. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1304. RD::get_singleton()->free_rid(albedo_alpha_tex);
  1305. ret.push_back(img);
  1306. }
  1307. {
  1308. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1309. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1310. RD::get_singleton()->free_rid(normal_tex);
  1311. ret.push_back(img);
  1312. }
  1313. {
  1314. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1315. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1316. RD::get_singleton()->free_rid(orm_tex);
  1317. ret.push_back(img);
  1318. }
  1319. {
  1320. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1321. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1322. RD::get_singleton()->free_rid(emission_tex);
  1323. ret.push_back(img);
  1324. }
  1325. RD::get_singleton()->free_rid(depth_write_tex);
  1326. RD::get_singleton()->free_rid(depth_tex);
  1327. return ret;
  1328. }
  1329. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1330. gi.sdfgi_debug_probe_pos = p_position;
  1331. gi.sdfgi_debug_probe_dir = p_dir;
  1332. }
  1333. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1334. bool RendererSceneRenderRD::is_vrs_supported() const {
  1335. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1336. }
  1337. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1338. // usable by default (unless low end = true)
  1339. return true;
  1340. }
  1341. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1342. // usable by default (unless low end = true)
  1343. return true;
  1344. }
  1345. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1346. return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");
  1347. }
  1348. RendererSceneRenderRD::RendererSceneRenderRD() {
  1349. singleton = this;
  1350. }
  1351. void RendererSceneRenderRD::init() {
  1352. max_cluster_elements = get_max_elements();
  1353. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1354. /* Forward ID */
  1355. forward_id_storage = create_forward_id_storage();
  1356. /* Register the include files we make available by default to our users */
  1357. {
  1358. ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
  1359. ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
  1360. ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
  1361. }
  1362. /* SKY SHADER */
  1363. sky.init();
  1364. /* GI */
  1365. if (is_dynamic_gi_supported()) {
  1366. gi.init(&sky);
  1367. }
  1368. { //decals
  1369. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1370. }
  1371. { //lights
  1372. }
  1373. if (is_volumetric_supported()) {
  1374. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_octmap_array());
  1375. }
  1376. 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"))));
  1377. 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"));
  1378. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1379. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1380. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1381. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1382. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1383. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1384. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1385. penumbra_shadow_kernel = memnew_arr(float, 128);
  1386. soft_shadow_kernel = memnew_arr(float, 128);
  1387. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1388. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1389. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1390. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1391. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1392. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1393. lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
  1394. material_set_use_debanding(GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding"));
  1395. cull_argument.set_page_pool(&cull_argument_pool);
  1396. bool can_use_storage = _render_buffers_can_be_storage();
  1397. bool can_use_vrs = is_vrs_supported();
  1398. BitField<RendererRD::CopyEffects::RasterEffects> raster_effects = {};
  1399. if (!can_use_storage) {
  1400. raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_COPY);
  1401. raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_GAUSSIAN_BLUR);
  1402. // This path can be used to redirect certain devices to use the raster version of the effect, either due to performance, lack of capabilities, or driver errors.
  1403. bool use_raster_for_octmaps = false;
  1404. // Some devices may not support the A2B10G10R10 format as a storage image on the Mobile renderer.
  1405. if (!RD::get_singleton()->texture_is_format_supported_for_usage(_render_buffers_get_preferred_color_format(), RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT)) {
  1406. use_raster_for_octmaps = true;
  1407. }
  1408. if (use_raster_for_octmaps) {
  1409. raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
  1410. }
  1411. }
  1412. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1413. copy_effects = memnew(RendererRD::CopyEffects(raster_effects));
  1414. debug_effects = memnew(RendererRD::DebugEffects);
  1415. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1416. smaa = memnew(RendererRD::SMAA);
  1417. tone_mapper = memnew(RendererRD::ToneMapper(!can_use_storage));
  1418. if (can_use_vrs) {
  1419. vrs = memnew(RendererRD::VRS);
  1420. }
  1421. if (can_use_storage) {
  1422. fsr = memnew(RendererRD::FSR);
  1423. }
  1424. #ifdef METAL_ENABLED
  1425. mfx_spatial = memnew(RendererRD::MFXSpatialEffect);
  1426. #endif
  1427. resolve_effects = memnew(RendererRD::Resolve(!can_use_storage));
  1428. }
  1429. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1430. if (forward_id_storage) {
  1431. memdelete(forward_id_storage);
  1432. }
  1433. if (bokeh_dof) {
  1434. memdelete(bokeh_dof);
  1435. }
  1436. if (copy_effects) {
  1437. memdelete(copy_effects);
  1438. }
  1439. if (debug_effects) {
  1440. memdelete(debug_effects);
  1441. }
  1442. if (luminance) {
  1443. memdelete(luminance);
  1444. }
  1445. if (smaa) {
  1446. memdelete(smaa);
  1447. }
  1448. if (tone_mapper) {
  1449. memdelete(tone_mapper);
  1450. }
  1451. if (vrs) {
  1452. memdelete(vrs);
  1453. }
  1454. if (fsr) {
  1455. memdelete(fsr);
  1456. }
  1457. #ifdef METAL_ENABLED
  1458. if (mfx_spatial) {
  1459. memdelete(mfx_spatial);
  1460. }
  1461. #endif
  1462. if (resolve_effects) {
  1463. memdelete(resolve_effects);
  1464. }
  1465. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1466. RD::get_singleton()->free_rid(sky.sky_scene_state.uniform_set);
  1467. }
  1468. if (is_dynamic_gi_supported()) {
  1469. gi.free();
  1470. }
  1471. if (is_volumetric_supported()) {
  1472. RendererRD::Fog::get_singleton()->free_fog_shader();
  1473. }
  1474. memdelete_arr(directional_penumbra_shadow_kernel);
  1475. memdelete_arr(directional_soft_shadow_kernel);
  1476. memdelete_arr(penumbra_shadow_kernel);
  1477. memdelete_arr(soft_shadow_kernel);
  1478. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1479. cull_argument.reset(); //avoid exit error
  1480. }