ss_effects.cpp 88 KB

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  1. /**************************************************************************/
  2. /* ss_effects.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 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 "ss_effects.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  34. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  35. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  36. using namespace RendererRD;
  37. SSEffects *SSEffects::singleton = nullptr;
  38. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  39. for (int i = 0; i < 4; i++) {
  40. for (int j = 0; j < 4; j++) {
  41. p_array[i * 4 + j] = p_mtx.columns[i][j];
  42. }
  43. }
  44. }
  45. SSEffects::SSEffects() {
  46. singleton = this;
  47. // Initialize depth buffer for screen space effects
  48. {
  49. Vector<String> downsampler_modes;
  50. downsampler_modes.push_back("\n");
  51. downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
  52. downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
  53. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
  54. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
  55. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
  56. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
  57. ss_effects.downsample_shader.initialize(downsampler_modes);
  58. ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
  59. for (int i = 0; i < SS_EFFECTS_MAX; i++) {
  60. ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
  61. }
  62. ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
  63. SSEffectsGatherConstants gather_constants;
  64. const int sub_pass_count = 5;
  65. for (int pass = 0; pass < 4; pass++) {
  66. for (int subPass = 0; subPass < sub_pass_count; subPass++) {
  67. int a = pass;
  68. int b = subPass;
  69. int spmap[5]{ 0, 1, 4, 3, 2 };
  70. b = spmap[subPass];
  71. float ca, sa;
  72. float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
  73. ca = Math::cos(angle0);
  74. sa = Math::sin(angle0);
  75. float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
  76. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
  77. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
  78. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
  79. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
  80. }
  81. }
  82. RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
  83. }
  84. // Initialize Screen Space Indirect Lighting (SSIL)
  85. ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  86. {
  87. Vector<String> ssil_modes;
  88. ssil_modes.push_back("\n");
  89. ssil_modes.push_back("\n#define SSIL_BASE\n");
  90. ssil_modes.push_back("\n#define ADAPTIVE\n");
  91. ssil.gather_shader.initialize(ssil_modes);
  92. ssil.gather_shader_version = ssil.gather_shader.version_create();
  93. for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
  94. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
  95. }
  96. ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
  97. }
  98. {
  99. Vector<String> ssil_modes;
  100. ssil_modes.push_back("\n#define GENERATE_MAP\n");
  101. ssil_modes.push_back("\n#define PROCESS_MAPA\n");
  102. ssil_modes.push_back("\n#define PROCESS_MAPB\n");
  103. ssil.importance_map_shader.initialize(ssil_modes);
  104. ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
  105. for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
  106. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
  107. }
  108. ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  109. int zero[1] = { 0 };
  110. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  111. RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
  112. Vector<RD::Uniform> uniforms;
  113. {
  114. RD::Uniform u;
  115. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  116. u.binding = 0;
  117. u.append_id(ssil.importance_map_load_counter);
  118. uniforms.push_back(u);
  119. }
  120. ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
  121. RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
  122. }
  123. {
  124. Vector<String> ssil_modes;
  125. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  126. ssil_modes.push_back("\n#define MODE_SMART\n");
  127. ssil_modes.push_back("\n#define MODE_WIDE\n");
  128. ssil.blur_shader.initialize(ssil_modes);
  129. ssil.blur_shader_version = ssil.blur_shader.version_create();
  130. for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
  131. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
  132. }
  133. }
  134. {
  135. Vector<String> ssil_modes;
  136. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  137. ssil_modes.push_back("\n#define MODE_SMART\n");
  138. ssil_modes.push_back("\n#define MODE_HALF\n");
  139. ssil.interleave_shader.initialize(ssil_modes);
  140. ssil.interleave_shader_version = ssil.interleave_shader.version_create();
  141. for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
  142. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
  143. }
  144. }
  145. // Initialize Screen Space Ambient Occlusion (SSAO)
  146. ssao_set_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
  147. {
  148. RD::SamplerState sampler;
  149. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  150. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  151. sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  152. sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  153. sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  154. sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  155. sampler.max_lod = 4;
  156. uint32_t pipeline = 0;
  157. {
  158. Vector<String> ssao_modes;
  159. ssao_modes.push_back("\n");
  160. ssao_modes.push_back("\n#define SSAO_BASE\n");
  161. ssao_modes.push_back("\n#define ADAPTIVE\n");
  162. ssao.gather_shader.initialize(ssao_modes);
  163. ssao.gather_shader_version = ssao.gather_shader.version_create();
  164. for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
  165. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
  166. pipeline++;
  167. }
  168. }
  169. {
  170. Vector<String> ssao_modes;
  171. ssao_modes.push_back("\n#define GENERATE_MAP\n");
  172. ssao_modes.push_back("\n#define PROCESS_MAPA\n");
  173. ssao_modes.push_back("\n#define PROCESS_MAPB\n");
  174. ssao.importance_map_shader.initialize(ssao_modes);
  175. ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
  176. for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
  177. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
  178. pipeline++;
  179. }
  180. ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  181. int zero[1] = { 0 };
  182. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  183. RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
  184. Vector<RD::Uniform> uniforms;
  185. {
  186. RD::Uniform u;
  187. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  188. u.binding = 0;
  189. u.append_id(ssao.importance_map_load_counter);
  190. uniforms.push_back(u);
  191. }
  192. ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
  193. RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
  194. }
  195. {
  196. Vector<String> ssao_modes;
  197. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  198. ssao_modes.push_back("\n#define MODE_SMART\n");
  199. ssao_modes.push_back("\n#define MODE_WIDE\n");
  200. ssao.blur_shader.initialize(ssao_modes);
  201. ssao.blur_shader_version = ssao.blur_shader.version_create();
  202. for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
  203. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
  204. pipeline++;
  205. }
  206. }
  207. {
  208. Vector<String> ssao_modes;
  209. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  210. ssao_modes.push_back("\n#define MODE_SMART\n");
  211. ssao_modes.push_back("\n#define MODE_HALF\n");
  212. ssao.interleave_shader.initialize(ssao_modes);
  213. ssao.interleave_shader_version = ssao.interleave_shader.version_create();
  214. for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
  215. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
  216. RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
  217. pipeline++;
  218. }
  219. }
  220. ERR_FAIL_COND(pipeline != SSAO_MAX);
  221. ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
  222. }
  223. // Screen Space Reflections
  224. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  225. {
  226. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  227. {
  228. RD::PipelineSpecializationConstant sc;
  229. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  230. sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
  231. sc.bool_value = false;
  232. specialization_constants.push_back(sc);
  233. }
  234. {
  235. Vector<String> ssr_scale_modes;
  236. ssr_scale_modes.push_back("\n");
  237. ssr_scale.shader.initialize(ssr_scale_modes);
  238. ssr_scale.shader_version = ssr_scale.shader.version_create();
  239. for (int v = 0; v < SSR_VARIATIONS; v++) {
  240. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  241. ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
  242. }
  243. }
  244. {
  245. Vector<String> ssr_modes;
  246. ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
  247. ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
  248. ssr.shader.initialize(ssr_modes);
  249. ssr.shader_version = ssr.shader.version_create();
  250. for (int v = 0; v < SSR_VARIATIONS; v++) {
  251. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  252. for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
  253. ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
  254. }
  255. }
  256. }
  257. {
  258. Vector<String> ssr_filter_modes;
  259. ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
  260. ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
  261. ssr_filter.shader.initialize(ssr_filter_modes);
  262. ssr_filter.shader_version = ssr_filter.shader.version_create();
  263. for (int v = 0; v < SSR_VARIATIONS; v++) {
  264. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  265. for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
  266. ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
  267. }
  268. }
  269. }
  270. }
  271. // Subsurface scattering
  272. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  273. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  274. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  275. {
  276. Vector<String> sss_modes;
  277. sss_modes.push_back("\n#define USE_11_SAMPLES\n");
  278. sss_modes.push_back("\n#define USE_17_SAMPLES\n");
  279. sss_modes.push_back("\n#define USE_25_SAMPLES\n");
  280. sss.shader.initialize(sss_modes);
  281. sss.shader_version = sss.shader.version_create();
  282. for (int i = 0; i < sss_modes.size(); i++) {
  283. sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
  284. }
  285. }
  286. }
  287. SSEffects::~SSEffects() {
  288. {
  289. // Cleanup SS Reflections
  290. ssr.shader.version_free(ssr.shader_version);
  291. ssr_filter.shader.version_free(ssr_filter.shader_version);
  292. ssr_scale.shader.version_free(ssr_scale.shader_version);
  293. if (ssr.ubo.is_valid()) {
  294. RD::get_singleton()->free(ssr.ubo);
  295. }
  296. }
  297. {
  298. // Cleanup SS downsampler
  299. ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
  300. RD::get_singleton()->free(ss_effects.mirror_sampler);
  301. RD::get_singleton()->free(ss_effects.gather_constants_buffer);
  302. }
  303. {
  304. // Cleanup SSIL
  305. ssil.blur_shader.version_free(ssil.blur_shader_version);
  306. ssil.gather_shader.version_free(ssil.gather_shader_version);
  307. ssil.interleave_shader.version_free(ssil.interleave_shader_version);
  308. ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
  309. RD::get_singleton()->free(ssil.importance_map_load_counter);
  310. RD::get_singleton()->free(ssil.projection_uniform_buffer);
  311. }
  312. {
  313. // Cleanup SSAO
  314. ssao.blur_shader.version_free(ssao.blur_shader_version);
  315. ssao.gather_shader.version_free(ssao.gather_shader_version);
  316. ssao.interleave_shader.version_free(ssao.interleave_shader_version);
  317. ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
  318. RD::get_singleton()->free(ssao.importance_map_load_counter);
  319. }
  320. {
  321. // Cleanup Subsurface scattering
  322. sss.shader.version_free(sss.shader_version);
  323. }
  324. singleton = nullptr;
  325. }
  326. /* SS Downsampler */
  327. void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
  328. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  329. ERR_FAIL_NULL(uniform_set_cache);
  330. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  331. ERR_FAIL_NULL(material_storage);
  332. uint32_t view_count = p_render_buffers->get_view_count();
  333. Size2i full_screen_size = p_render_buffers->get_internal_size();
  334. Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
  335. // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
  336. if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
  337. p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
  338. }
  339. // Downsample and deinterleave the depth buffer for SSAO and SSIL
  340. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  341. int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
  342. bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
  343. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  344. downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
  345. } else if (use_mips) {
  346. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  347. }
  348. bool use_half_size = false;
  349. bool use_full_mips = false;
  350. if (ssao_half_size && ssil_half_size) {
  351. downsample_mode++;
  352. use_half_size = true;
  353. } else if (ssao_half_size != ssil_half_size) {
  354. if (use_mips) {
  355. downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
  356. use_full_mips = true;
  357. } else {
  358. // Only need the first two mipmaps, but the cost to generate the next two is trivial
  359. // TODO investigate the benefit of a shader version to generate only 2 mips
  360. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  361. use_mips = true;
  362. }
  363. }
  364. RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
  365. int depth_index = use_half_size ? 1 : 0;
  366. RD::get_singleton()->draw_command_begin_label("Downsample Depth");
  367. RID downsample_uniform_set;
  368. if (use_mips) {
  369. // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
  370. // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
  371. Vector<RD::Uniform> u_depths;
  372. // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
  373. // That means we're filling all 5 levels.
  374. // In this scenario `depth_index` will be 0.
  375. for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
  376. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
  377. RD::Uniform u_depth;
  378. u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  379. u_depth.binding = i;
  380. u_depth.append_id(depth_mipmap);
  381. u_depths.push_back(u_depth);
  382. }
  383. // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
  384. downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
  385. }
  386. float depth_linearize_mul = -p_projection.columns[3][2] * 0.5;
  387. float depth_linearize_add = p_projection.columns[2][2];
  388. if (depth_linearize_mul * depth_linearize_add < 0) {
  389. depth_linearize_add = -depth_linearize_add;
  390. }
  391. ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
  392. ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
  393. ss_effects.downsample_push_constant.z_far = depth_linearize_add;
  394. if (ss_effects.downsample_push_constant.orthogonal) {
  395. ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
  396. ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
  397. }
  398. ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
  399. ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
  400. ss_effects.downsample_push_constant.radius_sq = 1.0;
  401. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  402. RID depth_texture = p_render_buffers->get_depth_texture(p_view);
  403. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
  404. RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
  405. RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
  406. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
  407. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
  408. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
  409. if (use_mips) {
  410. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
  411. }
  412. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
  413. if (use_half_size) {
  414. size.x = MAX(1, size.x >> 1);
  415. size.y = MAX(1, size.y >> 1);
  416. }
  417. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  418. RD::get_singleton()->compute_list_add_barrier(compute_list);
  419. RD::get_singleton()->draw_command_end_label();
  420. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  421. ss_effects.used_full_mips_last_frame = use_full_mips;
  422. ss_effects.used_half_size_last_frame = use_half_size;
  423. ss_effects.used_mips_last_frame = use_mips;
  424. }
  425. /* SSIL */
  426. void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  427. ssil_quality = p_quality;
  428. ssil_half_size = p_half_size;
  429. ssil_adaptive_target = p_adaptive_target;
  430. ssil_blur_passes = p_blur_passes;
  431. ssil_fadeout_from = p_fadeout_from;
  432. ssil_fadeout_to = p_fadeout_to;
  433. }
  434. void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
  435. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  436. ERR_FAIL_NULL(uniform_set_cache);
  437. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  438. if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  439. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  440. }
  441. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
  442. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  443. for (int i = 0; i < 4; i++) {
  444. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  445. continue;
  446. }
  447. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
  448. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
  449. ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
  450. ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
  451. ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  452. ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  453. ssil.gather_push_constant.pass = i;
  454. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2);
  455. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
  456. Size2i size;
  457. // Calculate size same way as we created the buffer
  458. if (ssil_half_size) {
  459. size.x = (p_settings.full_screen_size.x + 3) / 4;
  460. size.y = (p_settings.full_screen_size.y + 3) / 4;
  461. } else {
  462. size.x = (p_settings.full_screen_size.x + 1) / 2;
  463. size.y = (p_settings.full_screen_size.y + 1) / 2;
  464. }
  465. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  466. }
  467. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  468. }
  469. void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
  470. if (p_ssil_buffers.half_size != ssil_half_size) {
  471. p_render_buffers->clear_context(RB_SCOPE_SSIL);
  472. }
  473. p_ssil_buffers.half_size = ssil_half_size;
  474. if (p_ssil_buffers.half_size) {
  475. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  476. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  477. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  478. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  479. } else {
  480. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  481. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  482. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  483. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  484. }
  485. uint32_t view_count = p_render_buffers->get_view_count();
  486. Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
  487. Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
  488. // We create our intermediate and final results as render buffers.
  489. // These are automatically cached and cleaned up when our viewport resizes
  490. // or when our viewport gets destroyed.
  491. if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
  492. RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
  493. RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
  494. }
  495. if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
  496. RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
  497. RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
  498. }
  499. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  500. // we don't first check has_texture here
  501. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  502. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  503. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  504. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  505. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  506. }
  507. void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
  508. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  509. ERR_FAIL_NULL(uniform_set_cache);
  510. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  511. ERR_FAIL_NULL(material_storage);
  512. RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
  513. // Obtain our (cached) buffer slices for the view we are rendering.
  514. RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
  515. RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  516. RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
  517. RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
  518. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
  519. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
  520. RID deinterleaved_slices[4];
  521. RID deinterleaved_pong_slices[4];
  522. RID edges_slices[4];
  523. for (uint32_t i = 0; i < 4; i++) {
  524. deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  525. deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  526. edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
  527. }
  528. //Store projection info before starting the compute list
  529. SSILProjectionUniforms projection_uniforms;
  530. store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
  531. RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
  532. memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
  533. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
  534. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  535. RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  536. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  537. {
  538. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  539. ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  540. ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  541. ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  542. ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  543. if (ssil_half_size) {
  544. ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  545. ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  546. }
  547. ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  548. ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  549. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  550. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  551. ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  552. ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  553. ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  554. ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  555. ssil.gather_push_constant.z_near = p_projection.get_z_near();
  556. ssil.gather_push_constant.z_far = p_projection.get_z_far();
  557. ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  558. ssil.gather_push_constant.radius = p_settings.radius;
  559. float radius_near_limit = (p_settings.radius * 1.2f);
  560. if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
  561. radius_near_limit *= 1.50f;
  562. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  563. ssil.gather_push_constant.radius *= 0.8f;
  564. }
  565. }
  566. radius_near_limit /= tan_half_fov_y;
  567. ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
  568. ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
  569. ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
  570. ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  571. ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
  572. ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
  573. ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
  574. ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
  575. ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
  576. ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
  577. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  578. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  579. // remember each instance of the uniform set.
  580. RID projection_uniform_set;
  581. {
  582. RD::Uniform u_last_frame;
  583. u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  584. u_last_frame.binding = 0;
  585. u_last_frame.append_id(default_mipmap_sampler);
  586. u_last_frame.append_id(last_frame);
  587. RD::Uniform u_projection;
  588. u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  589. u_projection.binding = 1;
  590. u_projection.append_id(ssil.projection_uniform_buffer);
  591. projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
  592. }
  593. RID gather_uniform_set;
  594. {
  595. RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
  596. RD::Uniform u_depth_texture_view;
  597. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  598. u_depth_texture_view.binding = 0;
  599. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  600. u_depth_texture_view.append_id(depth_texture_view);
  601. RD::Uniform u_normal_buffer;
  602. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  603. u_normal_buffer.binding = 1;
  604. u_normal_buffer.append_id(p_normal_buffer);
  605. RD::Uniform u_gather_constants_buffer;
  606. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  607. u_gather_constants_buffer.binding = 2;
  608. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  609. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  610. }
  611. RID importance_map_uniform_set;
  612. {
  613. RD::Uniform u_pong;
  614. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  615. u_pong.binding = 0;
  616. u_pong.append_id(deinterleaved_pong);
  617. RD::Uniform u_importance_map;
  618. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  619. u_importance_map.binding = 1;
  620. u_importance_map.append_id(default_sampler);
  621. u_importance_map.append_id(importance_map);
  622. RD::Uniform u_load_counter;
  623. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  624. u_load_counter.binding = 2;
  625. u_load_counter.append_id(ssil.importance_map_load_counter);
  626. RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
  627. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  628. }
  629. if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
  630. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  631. ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  632. ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  633. ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
  634. //base pass
  635. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
  636. gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  637. //generate importance map
  638. RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
  639. RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  640. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  641. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
  642. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
  643. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  644. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  645. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  646. RD::get_singleton()->compute_list_add_barrier(compute_list);
  647. // process Importance Map A
  648. RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
  649. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  650. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  651. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
  652. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
  653. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
  654. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  655. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  656. RD::get_singleton()->compute_list_add_barrier(compute_list);
  657. // process Importance Map B
  658. RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
  659. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  660. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
  661. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
  662. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  663. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
  664. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  665. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  666. RD::get_singleton()->compute_list_add_barrier(compute_list);
  667. RD::get_singleton()->draw_command_end_label(); // Importance Map
  668. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
  669. } else {
  670. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
  671. }
  672. gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  673. RD::get_singleton()->draw_command_end_label(); //Gather
  674. }
  675. {
  676. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  677. ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  678. ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  679. ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  680. int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
  681. shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
  682. for (int pass = 0; pass < blur_passes; pass++) {
  683. int blur_pipeline = SSIL_BLUR_PASS;
  684. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  685. blur_pipeline = SSIL_BLUR_PASS_SMART;
  686. if (pass < blur_passes - 2) {
  687. blur_pipeline = SSIL_BLUR_PASS_WIDE;
  688. }
  689. }
  690. RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
  691. for (int i = 0; i < 4; i++) {
  692. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  693. continue;
  694. }
  695. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
  696. if (pass % 2 == 0) {
  697. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  698. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
  699. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  700. } else {
  701. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
  702. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  703. }
  704. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
  705. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
  706. } else {
  707. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  708. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
  709. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  710. } else {
  711. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
  712. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  713. }
  714. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
  715. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
  716. }
  717. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
  718. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
  719. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
  720. // Use the size of the actual buffer we're processing here or we won't cover the entire image.
  721. int x_groups = p_ssil_buffers.buffer_width;
  722. int y_groups = p_ssil_buffers.buffer_height;
  723. RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
  724. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  725. RD::get_singleton()->compute_list_add_barrier(compute_list);
  726. }
  727. }
  728. }
  729. RD::get_singleton()->draw_command_end_label(); // Blur
  730. }
  731. {
  732. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  733. ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  734. ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  735. ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  736. ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
  737. int interleave_pipeline = SSIL_INTERLEAVE_HALF;
  738. if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
  739. interleave_pipeline = SSIL_INTERLEAVE;
  740. } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
  741. interleave_pipeline = SSIL_INTERLEAVE_SMART;
  742. }
  743. shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
  744. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
  745. RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
  746. RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
  747. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
  748. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
  749. RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
  750. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
  751. } else {
  752. RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  753. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
  754. }
  755. RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
  756. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
  757. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
  758. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  759. RD::get_singleton()->compute_list_add_barrier(compute_list);
  760. RD::get_singleton()->draw_command_end_label(); // Interleave
  761. }
  762. RD::get_singleton()->draw_command_end_label(); // SSIL
  763. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
  764. int zero[1] = { 0 };
  765. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  766. }
  767. /* SSAO */
  768. void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  769. ssao_quality = p_quality;
  770. ssao_half_size = p_half_size;
  771. ssao_adaptive_target = p_adaptive_target;
  772. ssao_blur_passes = p_blur_passes;
  773. ssao_fadeout_from = p_fadeout_from;
  774. ssao_fadeout_to = p_fadeout_to;
  775. }
  776. void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
  777. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  778. ERR_FAIL_NULL(uniform_set_cache);
  779. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  780. if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  781. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  782. }
  783. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
  784. for (int i = 0; i < 4; i++) {
  785. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  786. continue;
  787. }
  788. RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
  789. ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
  790. ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
  791. ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  792. ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  793. ssao.gather_push_constant.pass = i;
  794. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
  795. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
  796. Size2i size;
  797. // Make sure we use the same size as with which our buffer was created
  798. if (ssao_half_size) {
  799. size.x = (p_settings.full_screen_size.x + 3) / 4;
  800. size.y = (p_settings.full_screen_size.y + 3) / 4;
  801. } else {
  802. size.x = (p_settings.full_screen_size.x + 1) / 2;
  803. size.y = (p_settings.full_screen_size.y + 1) / 2;
  804. }
  805. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  806. }
  807. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  808. }
  809. void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
  810. if (p_ssao_buffers.half_size != ssao_half_size) {
  811. p_render_buffers->clear_context(RB_SCOPE_SSAO);
  812. }
  813. p_ssao_buffers.half_size = ssao_half_size;
  814. if (ssao_half_size) {
  815. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  816. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  817. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  818. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  819. } else {
  820. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  821. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  822. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  823. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  824. }
  825. uint32_t view_count = p_render_buffers->get_view_count();
  826. Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
  827. Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
  828. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  829. // we don't first check has_texture here
  830. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  831. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  832. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  833. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  834. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
  835. }
  836. void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
  837. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  838. ERR_FAIL_NULL(uniform_set_cache);
  839. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  840. ERR_FAIL_NULL(material_storage);
  841. // Obtain our (cached) buffer slices for the view we are rendering.
  842. RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  843. RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
  844. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
  845. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
  846. RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
  847. RID ao_deinterleaved_slices[4];
  848. RID ao_pong_slices[4];
  849. for (uint32_t i = 0; i < 4; i++) {
  850. ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  851. ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  852. }
  853. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  854. memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
  855. /* FIRST PASS */
  856. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
  857. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  858. RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
  859. /* SECOND PASS */
  860. // Sample SSAO
  861. {
  862. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  863. ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  864. ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  865. ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  866. ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  867. if (ssao_half_size) {
  868. ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  869. ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  870. }
  871. ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  872. ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  873. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  874. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  875. ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  876. ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  877. ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  878. ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  879. ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  880. ssao.gather_push_constant.radius = p_settings.radius;
  881. float radius_near_limit = (p_settings.radius * 1.2f);
  882. if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
  883. radius_near_limit *= 1.50f;
  884. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  885. ssao.gather_push_constant.radius *= 0.8f;
  886. }
  887. }
  888. radius_near_limit /= tan_half_fov_y;
  889. ssao.gather_push_constant.intensity = p_settings.intensity;
  890. ssao.gather_push_constant.shadow_power = p_settings.power;
  891. ssao.gather_push_constant.shadow_clamp = 0.98;
  892. ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
  893. ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
  894. ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
  895. ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  896. ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
  897. ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
  898. ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
  899. ssao.gather_push_constant.detail_intensity = p_settings.detail;
  900. ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
  901. ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
  902. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  903. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  904. // remember each instance of the uniform set.
  905. RID gather_uniform_set;
  906. {
  907. RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
  908. RD::Uniform u_depth_texture_view;
  909. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  910. u_depth_texture_view.binding = 0;
  911. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  912. u_depth_texture_view.append_id(depth_texture_view);
  913. RD::Uniform u_normal_buffer;
  914. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  915. u_normal_buffer.binding = 1;
  916. u_normal_buffer.append_id(p_normal_buffer);
  917. RD::Uniform u_gather_constants_buffer;
  918. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  919. u_gather_constants_buffer.binding = 2;
  920. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  921. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  922. }
  923. RID importance_map_uniform_set;
  924. {
  925. RD::Uniform u_pong;
  926. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  927. u_pong.binding = 0;
  928. u_pong.append_id(ao_pong);
  929. RD::Uniform u_importance_map;
  930. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  931. u_importance_map.binding = 1;
  932. u_importance_map.append_id(default_sampler);
  933. u_importance_map.append_id(importance_map);
  934. RD::Uniform u_load_counter;
  935. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  936. u_load_counter.binding = 2;
  937. u_load_counter.append_id(ssao.importance_map_load_counter);
  938. RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
  939. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  940. }
  941. if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
  942. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  943. ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  944. ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  945. ssao.importance_map_push_constant.intensity = p_settings.intensity;
  946. ssao.importance_map_push_constant.power = p_settings.power;
  947. //base pass
  948. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
  949. gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
  950. //generate importance map
  951. RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
  952. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
  953. RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  954. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
  955. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  956. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  957. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  958. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  959. RD::get_singleton()->compute_list_add_barrier(compute_list);
  960. //process importance map A
  961. RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
  962. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
  963. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  964. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
  965. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  966. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
  967. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  968. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  969. RD::get_singleton()->compute_list_add_barrier(compute_list);
  970. //process Importance Map B
  971. RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
  972. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
  973. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  974. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
  975. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  976. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
  977. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  978. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  979. RD::get_singleton()->compute_list_add_barrier(compute_list);
  980. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
  981. RD::get_singleton()->draw_command_end_label(); // Importance Map
  982. } else {
  983. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
  984. }
  985. gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
  986. RD::get_singleton()->draw_command_end_label(); // Gather SSAO
  987. }
  988. // /* THIRD PASS */
  989. // // Blur
  990. //
  991. {
  992. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  993. ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  994. ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  995. ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  996. int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
  997. shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
  998. for (int pass = 0; pass < blur_passes; pass++) {
  999. int blur_pipeline = SSAO_BLUR_PASS;
  1000. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1001. if (pass < blur_passes - 2) {
  1002. blur_pipeline = SSAO_BLUR_PASS_WIDE;
  1003. } else {
  1004. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1005. }
  1006. }
  1007. for (int i = 0; i < 4; i++) {
  1008. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  1009. continue;
  1010. }
  1011. RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
  1012. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
  1013. if (pass % 2 == 0) {
  1014. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1015. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
  1016. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1017. } else {
  1018. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
  1019. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1020. }
  1021. RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
  1022. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
  1023. } else {
  1024. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1025. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
  1026. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
  1027. } else {
  1028. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
  1029. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
  1030. }
  1031. RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
  1032. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
  1033. }
  1034. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
  1035. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
  1036. }
  1037. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1038. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1039. }
  1040. }
  1041. RD::get_singleton()->draw_command_end_label(); // Blur
  1042. }
  1043. /* FOURTH PASS */
  1044. // Interleave buffers
  1045. // back to full size
  1046. {
  1047. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  1048. ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  1049. ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  1050. ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  1051. ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
  1052. shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
  1053. int interleave_pipeline = SSAO_INTERLEAVE_HALF;
  1054. if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
  1055. interleave_pipeline = SSAO_INTERLEAVE;
  1056. } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
  1057. interleave_pipeline = SSAO_INTERLEAVE_SMART;
  1058. }
  1059. RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
  1060. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
  1061. RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
  1062. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
  1063. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
  1064. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
  1065. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1066. } else {
  1067. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  1068. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1069. }
  1070. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
  1071. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  1072. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1073. RD::get_singleton()->draw_command_end_label(); // Interleave
  1074. }
  1075. RD::get_singleton()->draw_command_end_label(); //SSAO
  1076. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
  1077. int zero[1] = { 0 };
  1078. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  1079. }
  1080. /* Screen Space Reflection */
  1081. void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  1082. ssr_roughness_quality = p_quality;
  1083. }
  1084. void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
  1085. if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
  1086. // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
  1087. p_render_buffers->clear_context(RB_SCOPE_SSR);
  1088. }
  1089. Size2i internal_size = p_render_buffers->get_internal_size();
  1090. p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
  1091. p_ssr_buffers.roughness_quality = ssr_roughness_quality;
  1092. // We are using barriers so we do not need to allocate textures for both views on anything but output...
  1093. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1094. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1095. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
  1096. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
  1097. }
  1098. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1099. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
  1100. }
  1101. void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) {
  1102. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1103. ERR_FAIL_NULL(uniform_set_cache);
  1104. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1105. ERR_FAIL_NULL(material_storage);
  1106. uint32_t view_count = p_render_buffers->get_view_count();
  1107. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1108. {
  1109. // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
  1110. ScreenSpaceReflectionSceneData scene_data;
  1111. if (ssr.ubo.is_null()) {
  1112. ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
  1113. }
  1114. for (uint32_t v = 0; v < view_count; v++) {
  1115. store_camera(p_projections[v], scene_data.projection[v]);
  1116. store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  1117. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  1118. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  1119. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  1120. scene_data.eye_offset[v][3] = 0.0;
  1121. }
  1122. RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
  1123. }
  1124. uint32_t pipeline_specialization = 0;
  1125. if (view_count > 1) {
  1126. pipeline_specialization |= SSR_MULTIVIEW;
  1127. }
  1128. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1129. for (uint32_t v = 0; v < view_count; v++) {
  1130. // get buffers we need to use for this view
  1131. RID diffuse_slice = p_render_buffers->get_internal_texture(v);
  1132. RID depth_slice = p_render_buffers->get_depth_texture(v);
  1133. RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
  1134. RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
  1135. RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
  1136. RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
  1137. RID blur_radius[2];
  1138. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1139. blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
  1140. blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
  1141. }
  1142. RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
  1143. { //scale color and depth to half
  1144. RD::get_singleton()->draw_command_begin_label("SSR Scale");
  1145. ScreenSpaceReflectionScalePushConstant push_constant;
  1146. push_constant.view_index = v;
  1147. push_constant.camera_z_far = p_projections[v].get_z_far();
  1148. push_constant.camera_z_near = p_projections[v].get_z_near();
  1149. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1150. push_constant.filter = false; //enabling causes arctifacts
  1151. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1152. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1153. RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
  1154. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
  1155. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
  1156. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
  1157. RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
  1158. RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
  1159. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
  1160. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1161. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
  1162. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1163. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
  1164. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
  1165. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
  1166. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1167. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1168. RD::get_singleton()->draw_command_end_label();
  1169. }
  1170. {
  1171. RD::get_singleton()->draw_command_begin_label("SSR main");
  1172. ScreenSpaceReflectionPushConstant push_constant;
  1173. push_constant.view_index = v;
  1174. push_constant.camera_z_far = p_projections[v].get_z_far();
  1175. push_constant.camera_z_near = p_projections[v].get_z_near();
  1176. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1177. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1178. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1179. push_constant.curve_fade_in = p_fade_in;
  1180. push_constant.distance_fade = p_fade_out;
  1181. push_constant.num_steps = p_max_steps;
  1182. push_constant.depth_tolerance = p_tolerance;
  1183. push_constant.use_half_res = true;
  1184. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1185. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1186. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1187. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1188. ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
  1189. RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
  1190. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
  1191. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1192. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1193. // read from intermediate
  1194. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1195. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
  1196. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
  1197. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1198. // write to output and blur radius
  1199. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1200. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1201. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
  1202. } else {
  1203. // We are only writing output
  1204. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1205. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
  1206. }
  1207. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1208. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
  1209. RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
  1210. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
  1211. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
  1212. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1213. RD::get_singleton()->draw_command_end_label();
  1214. }
  1215. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1216. RD::get_singleton()->draw_command_begin_label("SSR filter");
  1217. //blur
  1218. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1219. ScreenSpaceReflectionFilterPushConstant push_constant;
  1220. push_constant.view_index = v;
  1221. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1222. push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
  1223. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1224. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1225. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1226. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1227. push_constant.vertical = 0;
  1228. if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
  1229. push_constant.steps = p_max_steps / 3;
  1230. push_constant.increment = 3;
  1231. } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
  1232. push_constant.steps = p_max_steps / 2;
  1233. push_constant.increment = 2;
  1234. } else {
  1235. push_constant.steps = p_max_steps;
  1236. push_constant.increment = 1;
  1237. }
  1238. push_constant.screen_size[0] = p_ssr_buffers.size.width;
  1239. push_constant.screen_size[1] = p_ssr_buffers.size.height;
  1240. // Horizontal pass
  1241. SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
  1242. RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1243. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1244. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1245. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1246. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
  1247. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1248. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1249. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1250. RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
  1251. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
  1252. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1253. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1254. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1255. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1256. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1257. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1258. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1259. // Vertical pass
  1260. mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
  1261. shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1262. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1263. push_constant.vertical = 1;
  1264. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
  1265. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1266. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
  1267. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1268. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1269. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1270. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1271. if (v != view_count - 1) {
  1272. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1273. }
  1274. RD::get_singleton()->draw_command_end_label();
  1275. }
  1276. RD::get_singleton()->draw_command_end_label();
  1277. }
  1278. RD::get_singleton()->compute_list_end();
  1279. }
  1280. /* Subsurface scattering */
  1281. void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1282. sss_quality = p_quality;
  1283. }
  1284. RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
  1285. return sss_quality;
  1286. }
  1287. void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
  1288. sss_scale = p_scale;
  1289. sss_depth_scale = p_depth_scale;
  1290. }
  1291. void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size) {
  1292. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1293. ERR_FAIL_NULL(uniform_set_cache);
  1294. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1295. ERR_FAIL_NULL(material_storage);
  1296. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1297. // Our intermediate buffer is only created if we haven't created it already.
  1298. RD::DataFormat format = p_render_buffers->get_base_data_format();
  1299. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1300. uint32_t layers = 1; // We only need one layer, we're handling one view at a time
  1301. uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
  1302. RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
  1303. Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
  1304. p.normal /= p.d;
  1305. float unit_size = p.normal.x;
  1306. { //scale color and depth to half
  1307. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1308. sss.push_constant.camera_z_far = p_camera.get_z_far();
  1309. sss.push_constant.camera_z_near = p_camera.get_z_near();
  1310. sss.push_constant.orthogonal = p_camera.is_orthogonal();
  1311. sss.push_constant.unit_size = unit_size;
  1312. sss.push_constant.screen_size[0] = p_screen_size.x;
  1313. sss.push_constant.screen_size[1] = p_screen_size.y;
  1314. sss.push_constant.vertical = false;
  1315. sss.push_constant.scale = sss_scale;
  1316. sss.push_constant.depth_scale = sss_depth_scale;
  1317. RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
  1318. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
  1319. RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
  1320. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
  1321. RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
  1322. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1323. RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
  1324. // horizontal
  1325. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
  1326. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1327. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1328. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1329. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1330. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1331. // vertical
  1332. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
  1333. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
  1334. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1335. sss.push_constant.vertical = true;
  1336. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1337. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1338. RD::get_singleton()->compute_list_end();
  1339. }
  1340. }