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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "ss_effects.h"
  31. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  32. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  34. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  35. using namespace RendererRD;
  36. SSEffects *SSEffects::singleton = nullptr;
  37. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  38. for (int i = 0; i < 4; i++) {
  39. for (int j = 0; j < 4; j++) {
  40. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  41. }
  42. }
  43. }
  44. SSEffects::SSEffects() {
  45. singleton = this;
  46. {
  47. // Initialize depth buffer for screen space effects
  48. Vector<String> downsampler_modes;
  49. downsampler_modes.push_back("\n");
  50. downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
  51. downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
  52. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
  53. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
  54. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
  55. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
  56. ss_effects.downsample_shader.initialize(downsampler_modes);
  57. ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
  58. for (int i = 0; i < SS_EFFECTS_MAX; i++) {
  59. ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
  60. }
  61. ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
  62. SSEffectsGatherConstants gather_constants;
  63. const int sub_pass_count = 5;
  64. for (int pass = 0; pass < 4; pass++) {
  65. for (int subPass = 0; subPass < sub_pass_count; subPass++) {
  66. int a = pass;
  67. int b = subPass;
  68. int spmap[5]{ 0, 1, 4, 3, 2 };
  69. b = spmap[subPass];
  70. float ca, sa;
  71. float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
  72. ca = Math::cos(angle0);
  73. sa = Math::sin(angle0);
  74. float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
  75. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
  76. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
  77. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
  78. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
  79. }
  80. }
  81. RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
  82. }
  83. // Initialize Screen Space Indirect Lighting (SSIL)
  84. {
  85. Vector<String> ssil_modes;
  86. ssil_modes.push_back("\n");
  87. ssil_modes.push_back("\n#define SSIL_BASE\n");
  88. ssil_modes.push_back("\n#define ADAPTIVE\n");
  89. ssil.gather_shader.initialize(ssil_modes);
  90. ssil.gather_shader_version = ssil.gather_shader.version_create();
  91. for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
  92. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
  93. }
  94. ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
  95. }
  96. {
  97. Vector<String> ssil_modes;
  98. ssil_modes.push_back("\n#define GENERATE_MAP\n");
  99. ssil_modes.push_back("\n#define PROCESS_MAPA\n");
  100. ssil_modes.push_back("\n#define PROCESS_MAPB\n");
  101. ssil.importance_map_shader.initialize(ssil_modes);
  102. ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
  103. for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
  104. 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));
  105. }
  106. ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  107. int zero[1] = { 0 };
  108. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  109. RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
  110. Vector<RD::Uniform> uniforms;
  111. {
  112. RD::Uniform u;
  113. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  114. u.binding = 0;
  115. u.append_id(ssil.importance_map_load_counter);
  116. uniforms.push_back(u);
  117. }
  118. 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);
  119. RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
  120. }
  121. {
  122. Vector<String> ssil_modes;
  123. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  124. ssil_modes.push_back("\n#define MODE_SMART\n");
  125. ssil_modes.push_back("\n#define MODE_WIDE\n");
  126. ssil.blur_shader.initialize(ssil_modes);
  127. ssil.blur_shader_version = ssil.blur_shader.version_create();
  128. for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
  129. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
  130. }
  131. }
  132. {
  133. Vector<String> ssil_modes;
  134. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  135. ssil_modes.push_back("\n#define MODE_SMART\n");
  136. ssil_modes.push_back("\n#define MODE_HALF\n");
  137. ssil.interleave_shader.initialize(ssil_modes);
  138. ssil.interleave_shader_version = ssil.interleave_shader.version_create();
  139. for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
  140. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
  141. }
  142. }
  143. {
  144. // Initialize Screen Space Ambient Occlusion (SSAO)
  145. RD::SamplerState sampler;
  146. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  147. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  148. sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  149. sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  150. sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  151. sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  152. sampler.max_lod = 4;
  153. uint32_t pipeline = 0;
  154. {
  155. Vector<String> ssao_modes;
  156. ssao_modes.push_back("\n");
  157. ssao_modes.push_back("\n#define SSAO_BASE\n");
  158. ssao_modes.push_back("\n#define ADAPTIVE\n");
  159. ssao.gather_shader.initialize(ssao_modes);
  160. ssao.gather_shader_version = ssao.gather_shader.version_create();
  161. for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
  162. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
  163. pipeline++;
  164. }
  165. }
  166. {
  167. Vector<String> ssao_modes;
  168. ssao_modes.push_back("\n#define GENERATE_MAP\n");
  169. ssao_modes.push_back("\n#define PROCESS_MAPA\n");
  170. ssao_modes.push_back("\n#define PROCESS_MAPB\n");
  171. ssao.importance_map_shader.initialize(ssao_modes);
  172. ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
  173. for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
  174. 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));
  175. pipeline++;
  176. }
  177. ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  178. int zero[1] = { 0 };
  179. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  180. RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
  181. Vector<RD::Uniform> uniforms;
  182. {
  183. RD::Uniform u;
  184. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  185. u.binding = 0;
  186. u.append_id(ssao.importance_map_load_counter);
  187. uniforms.push_back(u);
  188. }
  189. 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);
  190. RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
  191. }
  192. {
  193. Vector<String> ssao_modes;
  194. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  195. ssao_modes.push_back("\n#define MODE_SMART\n");
  196. ssao_modes.push_back("\n#define MODE_WIDE\n");
  197. ssao.blur_shader.initialize(ssao_modes);
  198. ssao.blur_shader_version = ssao.blur_shader.version_create();
  199. for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
  200. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
  201. pipeline++;
  202. }
  203. }
  204. {
  205. Vector<String> ssao_modes;
  206. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  207. ssao_modes.push_back("\n#define MODE_SMART\n");
  208. ssao_modes.push_back("\n#define MODE_HALF\n");
  209. ssao.interleave_shader.initialize(ssao_modes);
  210. ssao.interleave_shader_version = ssao.interleave_shader.version_create();
  211. for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
  212. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
  213. RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
  214. pipeline++;
  215. }
  216. }
  217. ERR_FAIL_COND(pipeline != SSAO_MAX);
  218. ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
  219. }
  220. {
  221. // Screen Space Reflections
  222. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  223. {
  224. RD::PipelineSpecializationConstant sc;
  225. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  226. sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
  227. sc.bool_value = false;
  228. specialization_constants.push_back(sc);
  229. }
  230. {
  231. Vector<String> ssr_scale_modes;
  232. ssr_scale_modes.push_back("\n");
  233. ssr_scale.shader.initialize(ssr_scale_modes);
  234. ssr_scale.shader_version = ssr_scale.shader.version_create();
  235. for (int v = 0; v < SSR_VARIATIONS; v++) {
  236. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  237. ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
  238. }
  239. }
  240. {
  241. Vector<String> ssr_modes;
  242. ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
  243. ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
  244. ssr.shader.initialize(ssr_modes);
  245. ssr.shader_version = ssr.shader.version_create();
  246. for (int v = 0; v < SSR_VARIATIONS; v++) {
  247. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  248. for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
  249. ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
  250. }
  251. }
  252. }
  253. {
  254. Vector<String> ssr_filter_modes;
  255. ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
  256. ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
  257. ssr_filter.shader.initialize(ssr_filter_modes);
  258. ssr_filter.shader_version = ssr_filter.shader.version_create();
  259. for (int v = 0; v < SSR_VARIATIONS; v++) {
  260. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  261. for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
  262. ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
  263. }
  264. }
  265. }
  266. }
  267. // Subsurface scattering
  268. {
  269. Vector<String> sss_modes;
  270. sss_modes.push_back("\n#define USE_11_SAMPLES\n");
  271. sss_modes.push_back("\n#define USE_17_SAMPLES\n");
  272. sss_modes.push_back("\n#define USE_25_SAMPLES\n");
  273. sss.shader.initialize(sss_modes);
  274. sss.shader_version = sss.shader.version_create();
  275. for (int i = 0; i < sss_modes.size(); i++) {
  276. sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
  277. }
  278. }
  279. }
  280. SSEffects::~SSEffects() {
  281. {
  282. // Cleanup SS Reflections
  283. ssr.shader.version_free(ssr.shader_version);
  284. ssr_filter.shader.version_free(ssr_filter.shader_version);
  285. ssr_scale.shader.version_free(ssr_scale.shader_version);
  286. if (ssr.ubo.is_valid()) {
  287. RD::get_singleton()->free(ssr.ubo);
  288. }
  289. }
  290. {
  291. // Cleanup SS downsampler
  292. ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
  293. RD::get_singleton()->free(ss_effects.mirror_sampler);
  294. RD::get_singleton()->free(ss_effects.gather_constants_buffer);
  295. }
  296. {
  297. // Cleanup SSIL
  298. ssil.blur_shader.version_free(ssil.blur_shader_version);
  299. ssil.gather_shader.version_free(ssil.gather_shader_version);
  300. ssil.interleave_shader.version_free(ssil.interleave_shader_version);
  301. ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
  302. RD::get_singleton()->free(ssil.importance_map_load_counter);
  303. RD::get_singleton()->free(ssil.projection_uniform_buffer);
  304. }
  305. {
  306. // Cleanup SSAO
  307. ssao.blur_shader.version_free(ssao.blur_shader_version);
  308. ssao.gather_shader.version_free(ssao.gather_shader_version);
  309. ssao.interleave_shader.version_free(ssao.interleave_shader_version);
  310. ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
  311. RD::get_singleton()->free(ssao.importance_map_load_counter);
  312. }
  313. {
  314. // Cleanup Subsurface scattering
  315. sss.shader.version_free(sss.shader_version);
  316. }
  317. singleton = nullptr;
  318. }
  319. /* SS Downsampler */
  320. void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) {
  321. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  322. ERR_FAIL_NULL(uniform_set_cache);
  323. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  324. ERR_FAIL_NULL(material_storage);
  325. // Downsample and deinterleave the depth buffer for SSAO and SSIL
  326. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  327. int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
  328. bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
  329. if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  330. downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
  331. } else if (use_mips) {
  332. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  333. }
  334. bool use_half_size = false;
  335. bool use_full_mips = false;
  336. if (p_ssao_half_size && p_ssil_half_size) {
  337. downsample_mode++;
  338. use_half_size = true;
  339. } else if (p_ssao_half_size != p_ssil_half_size) {
  340. if (use_mips) {
  341. downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
  342. use_full_mips = true;
  343. } else {
  344. // Only need the first two mipmaps, but the cost to generate the next two is trivial
  345. // TODO investigate the benefit of a shader version to generate only 2 mips
  346. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  347. use_mips = true;
  348. }
  349. }
  350. int depth_index = use_half_size ? 1 : 0;
  351. RD::get_singleton()->draw_command_begin_label("Downsample Depth");
  352. if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
  353. Vector<RD::Uniform> uniforms;
  354. {
  355. RD::Uniform u;
  356. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  357. u.binding = 0;
  358. u.append_id(p_depth_mipmaps[depth_index + 1]);
  359. uniforms.push_back(u);
  360. }
  361. {
  362. RD::Uniform u;
  363. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  364. u.binding = 1;
  365. u.append_id(p_depth_mipmaps[depth_index + 2]);
  366. uniforms.push_back(u);
  367. }
  368. {
  369. RD::Uniform u;
  370. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  371. u.binding = 2;
  372. u.append_id(p_depth_mipmaps[depth_index + 3]);
  373. uniforms.push_back(u);
  374. }
  375. if (use_full_mips) {
  376. RD::Uniform u;
  377. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  378. u.binding = 3;
  379. u.append_id(p_depth_mipmaps[4]);
  380. uniforms.push_back(u);
  381. }
  382. ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
  383. }
  384. float depth_linearize_mul = -p_projection.matrix[3][2];
  385. float depth_linearize_add = p_projection.matrix[2][2];
  386. if (depth_linearize_mul * depth_linearize_add < 0) {
  387. depth_linearize_add = -depth_linearize_add;
  388. }
  389. ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
  390. ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
  391. ss_effects.downsample_push_constant.z_far = depth_linearize_add;
  392. if (ss_effects.downsample_push_constant.orthogonal) {
  393. ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
  394. ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
  395. }
  396. ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
  397. ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
  398. ss_effects.downsample_push_constant.radius_sq = 1.0;
  399. RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
  400. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  401. RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
  402. RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
  403. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
  404. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
  405. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
  406. if (use_mips) {
  407. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
  408. }
  409. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
  410. Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
  411. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  412. RD::get_singleton()->compute_list_add_barrier(compute_list);
  413. RD::get_singleton()->draw_command_end_label();
  414. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  415. ss_effects.used_full_mips_last_frame = use_full_mips;
  416. ss_effects.used_half_size_last_frame = use_half_size;
  417. }
  418. /* SSIL */
  419. void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
  420. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  421. ERR_FAIL_NULL(uniform_set_cache);
  422. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  423. if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  424. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  425. }
  426. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
  427. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  428. for (int i = 0; i < 4; i++) {
  429. if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  430. continue;
  431. }
  432. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
  433. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
  434. ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
  435. ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
  436. ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  437. ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  438. ssil.gather_push_constant.pass = i;
  439. 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);
  440. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
  441. Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
  442. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  443. }
  444. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  445. }
  446. void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
  447. if (p_ssil_buffers.half_size != p_settings.half_size) {
  448. ssil_free(p_ssil_buffers);
  449. }
  450. if (p_settings.half_size) {
  451. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  452. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  453. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  454. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  455. } else {
  456. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  457. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  458. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  459. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  460. }
  461. if (p_ssil_buffers.ssil_final.is_null()) {
  462. {
  463. p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  464. }
  465. {
  466. RD::TextureFormat tf;
  467. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  468. tf.width = p_settings.full_screen_size.x;
  469. tf.height = p_settings.full_screen_size.y;
  470. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  471. p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  472. RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
  473. RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  474. if (p_ssil_buffers.last_frame.is_null()) {
  475. tf.mipmaps = 6;
  476. p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  477. RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
  478. RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  479. for (uint32_t i = 0; i < 6; i++) {
  480. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
  481. p_ssil_buffers.last_frame_slices.push_back(slice);
  482. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  483. }
  484. }
  485. }
  486. {
  487. RD::TextureFormat tf;
  488. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  489. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  490. tf.width = p_ssil_buffers.buffer_width;
  491. tf.height = p_ssil_buffers.buffer_height;
  492. tf.array_layers = 4;
  493. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  494. p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  495. RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
  496. for (uint32_t i = 0; i < 4; i++) {
  497. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
  498. p_ssil_buffers.deinterleaved_slices.push_back(slice);
  499. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  500. }
  501. }
  502. {
  503. RD::TextureFormat tf;
  504. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  505. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  506. tf.width = p_ssil_buffers.buffer_width;
  507. tf.height = p_ssil_buffers.buffer_height;
  508. tf.array_layers = 4;
  509. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  510. p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  511. RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
  512. for (uint32_t i = 0; i < 4; i++) {
  513. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
  514. p_ssil_buffers.pong_slices.push_back(slice);
  515. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  516. }
  517. }
  518. {
  519. RD::TextureFormat tf;
  520. tf.format = RD::DATA_FORMAT_R8_UNORM;
  521. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  522. tf.width = p_ssil_buffers.buffer_width;
  523. tf.height = p_ssil_buffers.buffer_height;
  524. tf.array_layers = 4;
  525. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  526. p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  527. RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
  528. for (uint32_t i = 0; i < 4; i++) {
  529. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
  530. p_ssil_buffers.edges_slices.push_back(slice);
  531. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  532. }
  533. }
  534. {
  535. RD::TextureFormat tf;
  536. tf.format = RD::DATA_FORMAT_R8_UNORM;
  537. tf.width = p_ssil_buffers.half_buffer_width;
  538. tf.height = p_ssil_buffers.half_buffer_height;
  539. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  540. p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  541. RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
  542. p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  543. RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
  544. }
  545. p_ssil_buffers.half_size = p_settings.half_size;
  546. }
  547. }
  548. void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
  549. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  550. ERR_FAIL_NULL(uniform_set_cache);
  551. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  552. ERR_FAIL_NULL(material_storage);
  553. RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
  554. //Store projection info before starting the compute list
  555. SSILProjectionUniforms projection_uniforms;
  556. store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
  557. RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
  558. memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
  559. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  560. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  561. RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  562. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  563. {
  564. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  565. ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  566. ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  567. ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  568. ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  569. float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
  570. float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
  571. ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  572. ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  573. ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  574. ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  575. ssil.gather_push_constant.z_near = p_projection.get_z_near();
  576. ssil.gather_push_constant.z_far = p_projection.get_z_far();
  577. ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  578. ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
  579. ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
  580. ssil.gather_push_constant.radius = p_settings.radius;
  581. float radius_near_limit = (p_settings.radius * 1.2f);
  582. if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
  583. radius_near_limit *= 1.50f;
  584. if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  585. ssil.gather_push_constant.radius *= 0.8f;
  586. }
  587. }
  588. radius_near_limit /= tan_half_fov_y;
  589. ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
  590. ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
  591. ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
  592. ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  593. ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
  594. ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
  595. ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
  596. ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
  597. ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
  598. ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
  599. if (p_ssil_buffers.projection_uniform_set.is_null()) {
  600. Vector<RD::Uniform> uniforms;
  601. {
  602. RD::Uniform u;
  603. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  604. u.binding = 0;
  605. u.append_id(default_mipmap_sampler);
  606. u.append_id(p_ssil_buffers.last_frame);
  607. uniforms.push_back(u);
  608. }
  609. {
  610. RD::Uniform u;
  611. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  612. u.binding = 1;
  613. u.append_id(ssil.projection_uniform_buffer);
  614. uniforms.push_back(u);
  615. }
  616. p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
  617. }
  618. if (p_ssil_buffers.gather_uniform_set.is_null()) {
  619. Vector<RD::Uniform> uniforms;
  620. {
  621. RD::Uniform u;
  622. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  623. u.binding = 0;
  624. u.append_id(default_sampler);
  625. u.append_id(p_ssil_buffers.depth_texture_view);
  626. uniforms.push_back(u);
  627. }
  628. {
  629. RD::Uniform u;
  630. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  631. u.binding = 1;
  632. u.append_id(p_normal_buffer);
  633. uniforms.push_back(u);
  634. }
  635. {
  636. RD::Uniform u;
  637. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  638. u.binding = 2;
  639. u.append_id(ss_effects.gather_constants_buffer);
  640. uniforms.push_back(u);
  641. }
  642. p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
  643. }
  644. if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
  645. Vector<RD::Uniform> uniforms;
  646. {
  647. RD::Uniform u;
  648. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  649. u.binding = 0;
  650. u.append_id(p_ssil_buffers.pong);
  651. uniforms.push_back(u);
  652. }
  653. {
  654. RD::Uniform u;
  655. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  656. u.binding = 1;
  657. u.append_id(default_sampler);
  658. u.append_id(p_ssil_buffers.importance_map[0]);
  659. uniforms.push_back(u);
  660. }
  661. {
  662. RD::Uniform u;
  663. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  664. u.binding = 2;
  665. u.append_id(ssil.importance_map_load_counter);
  666. uniforms.push_back(u);
  667. }
  668. p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
  669. }
  670. if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
  671. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  672. ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  673. ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  674. ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
  675. //base pass
  676. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
  677. gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
  678. //generate importance map
  679. RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
  680. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
  681. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
  682. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
  683. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  684. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  685. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  686. RD::get_singleton()->compute_list_add_barrier(compute_list);
  687. // process Importance Map A
  688. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
  689. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
  690. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
  691. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
  692. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
  693. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  694. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  695. RD::get_singleton()->compute_list_add_barrier(compute_list);
  696. // process Importance Map B
  697. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
  698. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
  699. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
  700. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  701. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
  702. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  703. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  704. RD::get_singleton()->compute_list_add_barrier(compute_list);
  705. RD::get_singleton()->draw_command_end_label(); // Importance Map
  706. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
  707. } else {
  708. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
  709. }
  710. gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
  711. RD::get_singleton()->draw_command_end_label(); //Gather
  712. }
  713. {
  714. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  715. ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  716. ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  717. ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  718. int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
  719. shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
  720. for (int pass = 0; pass < blur_passes; pass++) {
  721. int blur_pipeline = SSIL_BLUR_PASS;
  722. if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  723. blur_pipeline = SSIL_BLUR_PASS_SMART;
  724. if (pass < blur_passes - 2) {
  725. blur_pipeline = SSIL_BLUR_PASS_WIDE;
  726. }
  727. }
  728. for (int i = 0; i < 4; i++) {
  729. if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  730. continue;
  731. }
  732. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
  733. if (pass % 2 == 0) {
  734. if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  735. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
  736. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
  737. } else {
  738. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
  739. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
  740. }
  741. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
  742. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
  743. } else {
  744. if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  745. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
  746. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
  747. } else {
  748. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
  749. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
  750. }
  751. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
  752. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
  753. }
  754. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
  755. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
  756. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
  757. int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
  758. int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
  759. RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
  760. if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  761. RD::get_singleton()->compute_list_add_barrier(compute_list);
  762. }
  763. }
  764. }
  765. RD::get_singleton()->draw_command_end_label(); // Blur
  766. }
  767. {
  768. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  769. ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  770. ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  771. ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  772. ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
  773. int interleave_pipeline = SSIL_INTERLEAVE_HALF;
  774. if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
  775. interleave_pipeline = SSIL_INTERLEAVE;
  776. } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
  777. interleave_pipeline = SSIL_INTERLEAVE_SMART;
  778. }
  779. shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
  780. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
  781. RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
  782. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
  783. if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
  784. RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
  785. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
  786. } else {
  787. RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
  788. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
  789. }
  790. RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
  791. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
  792. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
  793. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  794. RD::get_singleton()->compute_list_add_barrier(compute_list);
  795. RD::get_singleton()->draw_command_end_label(); // Interleave
  796. }
  797. RD::get_singleton()->draw_command_end_label(); // SSIL
  798. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
  799. int zero[1] = { 0 };
  800. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  801. }
  802. void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
  803. if (p_ssil_buffers.ssil_final.is_valid()) {
  804. RD::get_singleton()->free(p_ssil_buffers.ssil_final);
  805. RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
  806. RD::get_singleton()->free(p_ssil_buffers.pong);
  807. RD::get_singleton()->free(p_ssil_buffers.edges);
  808. RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
  809. RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
  810. RD::get_singleton()->free(p_ssil_buffers.last_frame);
  811. p_ssil_buffers.ssil_final = RID();
  812. p_ssil_buffers.deinterleaved = RID();
  813. p_ssil_buffers.pong = RID();
  814. p_ssil_buffers.edges = RID();
  815. p_ssil_buffers.deinterleaved_slices.clear();
  816. p_ssil_buffers.pong_slices.clear();
  817. p_ssil_buffers.edges_slices.clear();
  818. p_ssil_buffers.importance_map[0] = RID();
  819. p_ssil_buffers.importance_map[1] = RID();
  820. p_ssil_buffers.last_frame = RID();
  821. p_ssil_buffers.last_frame_slices.clear();
  822. p_ssil_buffers.gather_uniform_set = RID();
  823. p_ssil_buffers.importance_map_uniform_set = RID();
  824. p_ssil_buffers.projection_uniform_set = RID();
  825. }
  826. }
  827. /* SSAO */
  828. void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
  829. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  830. ERR_FAIL_NULL(uniform_set_cache);
  831. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  832. if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  833. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
  834. }
  835. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
  836. for (int i = 0; i < 4; i++) {
  837. if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  838. continue;
  839. }
  840. RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
  841. ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
  842. ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
  843. ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  844. ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  845. ssao.gather_push_constant.pass = i;
  846. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
  847. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
  848. Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
  849. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  850. }
  851. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  852. }
  853. void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
  854. if (p_ssao_buffers.half_size != p_settings.half_size) {
  855. ssao_free(p_ssao_buffers);
  856. }
  857. if (p_settings.half_size) {
  858. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  859. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  860. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  861. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  862. } else {
  863. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  864. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  865. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  866. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  867. }
  868. if (p_ssao_buffers.ao_deinterleaved.is_null()) {
  869. {
  870. p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  871. }
  872. {
  873. RD::TextureFormat tf;
  874. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  875. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  876. tf.width = p_ssao_buffers.buffer_width;
  877. tf.height = p_ssao_buffers.buffer_height;
  878. tf.array_layers = 4;
  879. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  880. p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  881. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
  882. for (uint32_t i = 0; i < 4; i++) {
  883. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
  884. p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
  885. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  886. }
  887. }
  888. {
  889. RD::TextureFormat tf;
  890. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  891. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  892. tf.width = p_ssao_buffers.buffer_width;
  893. tf.height = p_ssao_buffers.buffer_height;
  894. tf.array_layers = 4;
  895. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  896. p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  897. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
  898. for (uint32_t i = 0; i < 4; i++) {
  899. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
  900. p_ssao_buffers.ao_pong_slices.push_back(slice);
  901. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  902. }
  903. }
  904. {
  905. RD::TextureFormat tf;
  906. tf.format = RD::DATA_FORMAT_R8_UNORM;
  907. tf.width = p_ssao_buffers.buffer_width;
  908. tf.height = p_ssao_buffers.buffer_height;
  909. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  910. p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  911. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
  912. p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  913. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
  914. }
  915. {
  916. RD::TextureFormat tf;
  917. tf.format = RD::DATA_FORMAT_R8_UNORM;
  918. tf.width = p_settings.full_screen_size.x;
  919. tf.height = p_settings.full_screen_size.y;
  920. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  921. p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  922. RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
  923. }
  924. p_ssao_buffers.half_size = p_settings.half_size;
  925. }
  926. }
  927. void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
  928. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  929. ERR_FAIL_NULL(uniform_set_cache);
  930. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  931. ERR_FAIL_NULL(material_storage);
  932. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  933. memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
  934. /* FIRST PASS */
  935. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
  936. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  937. RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
  938. /* SECOND PASS */
  939. // Sample SSAO
  940. {
  941. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  942. ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  943. ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  944. ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  945. ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  946. float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
  947. float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
  948. ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  949. ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  950. ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  951. ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  952. ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  953. ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
  954. ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
  955. ssao.gather_push_constant.radius = p_settings.radius;
  956. float radius_near_limit = (p_settings.radius * 1.2f);
  957. if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
  958. radius_near_limit *= 1.50f;
  959. if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  960. ssao.gather_push_constant.radius *= 0.8f;
  961. }
  962. }
  963. radius_near_limit /= tan_half_fov_y;
  964. ssao.gather_push_constant.intensity = p_settings.intensity;
  965. ssao.gather_push_constant.shadow_power = p_settings.power;
  966. ssao.gather_push_constant.shadow_clamp = 0.98;
  967. ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
  968. ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
  969. ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
  970. ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  971. ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
  972. ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
  973. ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
  974. ssao.gather_push_constant.detail_intensity = p_settings.detail;
  975. ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
  976. ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
  977. if (p_ssao_buffers.gather_uniform_set.is_null()) {
  978. Vector<RD::Uniform> uniforms;
  979. {
  980. RD::Uniform u;
  981. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  982. u.binding = 0;
  983. u.append_id(default_sampler);
  984. u.append_id(p_ssao_buffers.depth_texture_view);
  985. uniforms.push_back(u);
  986. }
  987. {
  988. RD::Uniform u;
  989. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  990. u.binding = 1;
  991. u.append_id(p_normal_buffer);
  992. uniforms.push_back(u);
  993. }
  994. {
  995. RD::Uniform u;
  996. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  997. u.binding = 2;
  998. u.append_id(ss_effects.gather_constants_buffer);
  999. uniforms.push_back(u);
  1000. }
  1001. p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
  1002. RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
  1003. }
  1004. if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
  1005. Vector<RD::Uniform> uniforms;
  1006. {
  1007. RD::Uniform u;
  1008. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1009. u.binding = 0;
  1010. u.append_id(p_ssao_buffers.ao_pong);
  1011. uniforms.push_back(u);
  1012. }
  1013. {
  1014. RD::Uniform u;
  1015. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  1016. u.binding = 1;
  1017. u.append_id(default_sampler);
  1018. u.append_id(p_ssao_buffers.importance_map[0]);
  1019. uniforms.push_back(u);
  1020. }
  1021. {
  1022. RD::Uniform u;
  1023. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1024. u.binding = 2;
  1025. u.append_id(ssao.importance_map_load_counter);
  1026. uniforms.push_back(u);
  1027. }
  1028. p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
  1029. RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
  1030. }
  1031. if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
  1032. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  1033. ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  1034. ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  1035. ssao.importance_map_push_constant.intensity = p_settings.intensity;
  1036. ssao.importance_map_push_constant.power = p_settings.power;
  1037. //base pass
  1038. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
  1039. gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
  1040. //generate importance map
  1041. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
  1042. RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
  1043. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
  1044. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
  1045. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  1046. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1047. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1048. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1049. //process importance map A
  1050. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
  1051. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
  1052. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
  1053. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
  1054. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
  1055. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1056. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1057. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1058. //process Importance Map B
  1059. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
  1060. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
  1061. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
  1062. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
  1063. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
  1064. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  1065. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  1066. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1067. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
  1068. RD::get_singleton()->draw_command_end_label(); // Importance Map
  1069. } else {
  1070. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
  1071. }
  1072. gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
  1073. RD::get_singleton()->draw_command_end_label(); // Gather SSAO
  1074. }
  1075. // /* THIRD PASS */
  1076. // // Blur
  1077. //
  1078. {
  1079. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  1080. ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  1081. ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  1082. ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  1083. int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
  1084. shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
  1085. for (int pass = 0; pass < blur_passes; pass++) {
  1086. int blur_pipeline = SSAO_BLUR_PASS;
  1087. if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1088. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1089. if (pass < blur_passes - 2) {
  1090. blur_pipeline = SSAO_BLUR_PASS_WIDE;
  1091. } else {
  1092. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1093. }
  1094. }
  1095. for (int i = 0; i < 4; i++) {
  1096. if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  1097. continue;
  1098. }
  1099. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
  1100. if (pass % 2 == 0) {
  1101. if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1102. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1103. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
  1104. } else {
  1105. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1106. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
  1107. }
  1108. RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
  1109. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
  1110. } else {
  1111. if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1112. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
  1113. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
  1114. } else {
  1115. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
  1116. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
  1117. }
  1118. RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
  1119. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
  1120. }
  1121. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
  1122. Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
  1123. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  1124. }
  1125. if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1126. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1127. }
  1128. }
  1129. RD::get_singleton()->draw_command_end_label(); // Blur
  1130. }
  1131. /* FOURTH PASS */
  1132. // Interleave buffers
  1133. // back to full size
  1134. {
  1135. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  1136. ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  1137. ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  1138. ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  1139. ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
  1140. shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
  1141. int interleave_pipeline = SSAO_INTERLEAVE_HALF;
  1142. if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
  1143. interleave_pipeline = SSAO_INTERLEAVE;
  1144. } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
  1145. interleave_pipeline = SSAO_INTERLEAVE_SMART;
  1146. }
  1147. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
  1148. RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
  1149. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
  1150. if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
  1151. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
  1152. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
  1153. } else {
  1154. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
  1155. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
  1156. }
  1157. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
  1158. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  1159. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1160. RD::get_singleton()->draw_command_end_label(); // Interleave
  1161. }
  1162. RD::get_singleton()->draw_command_end_label(); //SSAO
  1163. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
  1164. int zero[1] = { 0 };
  1165. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  1166. }
  1167. void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
  1168. if (p_ssao_buffers.ao_final.is_valid()) {
  1169. RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
  1170. RD::get_singleton()->free(p_ssao_buffers.ao_pong);
  1171. RD::get_singleton()->free(p_ssao_buffers.ao_final);
  1172. RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
  1173. RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
  1174. p_ssao_buffers.ao_deinterleaved = RID();
  1175. p_ssao_buffers.ao_pong = RID();
  1176. p_ssao_buffers.ao_final = RID();
  1177. p_ssao_buffers.importance_map[0] = RID();
  1178. p_ssao_buffers.importance_map[1] = RID();
  1179. p_ssao_buffers.ao_deinterleaved_slices.clear();
  1180. p_ssao_buffers.ao_pong_slices.clear();
  1181. p_ssao_buffers.gather_uniform_set = RID();
  1182. p_ssao_buffers.importance_map_uniform_set = RID();
  1183. }
  1184. }
  1185. /* Screen Space Reflection */
  1186. void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count) {
  1187. // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
  1188. if (p_ssr_buffers.depth_scaled.is_null()) {
  1189. RD::TextureFormat tf;
  1190. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1191. tf.width = p_screen_size.x;
  1192. tf.height = p_screen_size.y;
  1193. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1194. tf.array_layers = 1;
  1195. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1196. p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1197. RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
  1198. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1199. p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1200. RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
  1201. }
  1202. if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
  1203. RD::TextureFormat tf;
  1204. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1205. tf.width = p_screen_size.x;
  1206. tf.height = p_screen_size.y;
  1207. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1208. tf.array_layers = 1;
  1209. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1210. p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1211. RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
  1212. p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1213. RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
  1214. }
  1215. if (p_ssr_buffers.intermediate.is_null()) {
  1216. RD::TextureFormat tf;
  1217. tf.format = p_color_format;
  1218. tf.width = p_screen_size.x;
  1219. tf.height = p_screen_size.y;
  1220. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1221. tf.array_layers = 1;
  1222. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1223. p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1224. RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
  1225. if (p_view_count > 1) {
  1226. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1227. tf.array_layers = p_view_count;
  1228. } else {
  1229. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1230. tf.array_layers = 1;
  1231. }
  1232. p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1233. RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
  1234. for (uint32_t v = 0; v < p_view_count; v++) {
  1235. p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
  1236. }
  1237. }
  1238. }
  1239. void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
  1240. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1241. ERR_FAIL_NULL(uniform_set_cache);
  1242. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1243. ERR_FAIL_NULL(material_storage);
  1244. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1245. {
  1246. // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
  1247. ScreenSpaceReflectionSceneData scene_data;
  1248. if (ssr.ubo.is_null()) {
  1249. ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
  1250. }
  1251. for (uint32_t v = 0; v < p_view_count; v++) {
  1252. store_camera(p_projections[v], scene_data.projection[v]);
  1253. store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  1254. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  1255. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  1256. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  1257. scene_data.eye_offset[v][3] = 0.0;
  1258. }
  1259. RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
  1260. }
  1261. uint32_t pipeline_specialization = 0;
  1262. if (p_view_count > 1) {
  1263. pipeline_specialization |= SSR_MULTIVIEW;
  1264. }
  1265. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1266. for (uint32_t v = 0; v < p_view_count; v++) {
  1267. RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
  1268. { //scale color and depth to half
  1269. RD::get_singleton()->draw_command_begin_label("SSR Scale");
  1270. ScreenSpaceReflectionScalePushConstant push_constant;
  1271. push_constant.view_index = v;
  1272. push_constant.camera_z_far = p_projections[v].get_z_far();
  1273. push_constant.camera_z_near = p_projections[v].get_z_near();
  1274. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1275. push_constant.filter = false; //enabling causes arctifacts
  1276. push_constant.screen_size[0] = p_screen_size.x;
  1277. push_constant.screen_size[1] = p_screen_size.y;
  1278. RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
  1279. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
  1280. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
  1281. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
  1282. RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
  1283. RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
  1284. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
  1285. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1286. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2);
  1287. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1288. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1289. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
  1290. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
  1291. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1292. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1293. RD::get_singleton()->draw_command_end_label();
  1294. }
  1295. {
  1296. RD::get_singleton()->draw_command_begin_label("SSR main");
  1297. ScreenSpaceReflectionPushConstant push_constant;
  1298. push_constant.view_index = v;
  1299. push_constant.camera_z_far = p_projections[v].get_z_far();
  1300. push_constant.camera_z_near = p_projections[v].get_z_near();
  1301. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1302. push_constant.screen_size[0] = p_screen_size.x;
  1303. push_constant.screen_size[1] = p_screen_size.y;
  1304. push_constant.curve_fade_in = p_fade_in;
  1305. push_constant.distance_fade = p_fade_out;
  1306. push_constant.num_steps = p_max_steps;
  1307. push_constant.depth_tolerance = p_tolerance;
  1308. push_constant.use_half_res = true;
  1309. push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
  1310. push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
  1311. push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
  1312. push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
  1313. push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
  1314. push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
  1315. push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
  1316. push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
  1317. ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
  1318. RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
  1319. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
  1320. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1321. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1322. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1323. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1324. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0);
  1325. if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1326. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1327. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
  1328. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
  1329. } else {
  1330. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1331. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1332. }
  1333. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1334. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
  1335. RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
  1336. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
  1337. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
  1338. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1339. RD::get_singleton()->draw_command_end_label();
  1340. }
  1341. if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1342. RD::get_singleton()->draw_command_begin_label("SSR filter");
  1343. //blur
  1344. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1345. ScreenSpaceReflectionFilterPushConstant push_constant;
  1346. push_constant.view_index = v;
  1347. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1348. push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
  1349. push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
  1350. push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
  1351. push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
  1352. push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
  1353. push_constant.vertical = 0;
  1354. if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
  1355. push_constant.steps = p_max_steps / 3;
  1356. push_constant.increment = 3;
  1357. } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
  1358. push_constant.steps = p_max_steps / 2;
  1359. push_constant.increment = 2;
  1360. } else {
  1361. push_constant.steps = p_max_steps;
  1362. push_constant.increment = 1;
  1363. }
  1364. push_constant.screen_size[0] = p_screen_size.width;
  1365. push_constant.screen_size[1] = p_screen_size.height;
  1366. // Horizontal pass
  1367. SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
  1368. RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1369. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1370. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1371. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1372. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
  1373. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
  1374. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
  1375. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
  1376. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1377. RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
  1378. RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
  1379. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
  1380. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
  1381. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1382. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1383. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1384. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1385. // Vertical pass
  1386. mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
  1387. shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1388. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1389. push_constant.vertical = 1;
  1390. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
  1391. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1392. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
  1393. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1394. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1395. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1396. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1397. if (v != p_view_count - 1) {
  1398. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1399. }
  1400. RD::get_singleton()->draw_command_end_label();
  1401. }
  1402. RD::get_singleton()->draw_command_end_label();
  1403. }
  1404. RD::get_singleton()->compute_list_end();
  1405. }
  1406. void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
  1407. for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
  1408. p_ssr_buffers.output_slices[v] = RID();
  1409. }
  1410. if (p_ssr_buffers.output.is_valid()) {
  1411. RD::get_singleton()->free(p_ssr_buffers.output);
  1412. p_ssr_buffers.output = RID();
  1413. }
  1414. if (p_ssr_buffers.intermediate.is_valid()) {
  1415. RD::get_singleton()->free(p_ssr_buffers.intermediate);
  1416. p_ssr_buffers.intermediate = RID();
  1417. }
  1418. if (p_ssr_buffers.blur_radius[0].is_valid()) {
  1419. RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
  1420. RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
  1421. p_ssr_buffers.blur_radius[0] = RID();
  1422. p_ssr_buffers.blur_radius[1] = RID();
  1423. }
  1424. if (p_ssr_buffers.depth_scaled.is_valid()) {
  1425. RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
  1426. p_ssr_buffers.depth_scaled = RID();
  1427. RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
  1428. p_ssr_buffers.normal_scaled = RID();
  1429. }
  1430. }
  1431. /* Subsurface scattering */
  1432. 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, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
  1433. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1434. ERR_FAIL_NULL(uniform_set_cache);
  1435. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1436. ERR_FAIL_NULL(material_storage);
  1437. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1438. // Our intermediate buffer is only created if we haven't created it already.
  1439. RD::DataFormat format = p_render_buffers->get_base_data_format();
  1440. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1441. uint32_t layers = 1; // We only need one layer, we're handling one view at a time
  1442. uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
  1443. RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
  1444. Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
  1445. p.normal /= p.d;
  1446. float unit_size = p.normal.x;
  1447. { //scale color and depth to half
  1448. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1449. sss.push_constant.camera_z_far = p_camera.get_z_far();
  1450. sss.push_constant.camera_z_near = p_camera.get_z_near();
  1451. sss.push_constant.orthogonal = p_camera.is_orthogonal();
  1452. sss.push_constant.unit_size = unit_size;
  1453. sss.push_constant.screen_size[0] = p_screen_size.x;
  1454. sss.push_constant.screen_size[1] = p_screen_size.y;
  1455. sss.push_constant.vertical = false;
  1456. sss.push_constant.scale = p_scale;
  1457. sss.push_constant.depth_scale = p_depth_scale;
  1458. RID shader = sss.shader.version_get_shader(sss.shader_version, p_quality - 1);
  1459. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
  1460. RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
  1461. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
  1462. RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
  1463. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1464. RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
  1465. // horizontal
  1466. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
  1467. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1468. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1469. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1470. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1471. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1472. // vertical
  1473. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
  1474. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
  1475. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1476. sss.push_constant.vertical = true;
  1477. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1478. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1479. RD::get_singleton()->compute_list_end();
  1480. }
  1481. }