renderer_compositor_rd.cpp 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173
  1. /*************************************************************************/
  2. /* renderer_compositor_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. void RendererCompositorRD::prepare_for_blitting_render_targets() {
  33. RD::get_singleton()->prepare_screen_for_drawing();
  34. }
  35. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  36. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  37. for (int i = 0; i < p_amount; i++) {
  38. RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
  39. ERR_CONTINUE(texture.is_null());
  40. RID rd_texture = storage->texture_get_rd_texture(texture);
  41. ERR_CONTINUE(rd_texture.is_null());
  42. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  43. Vector<RD::Uniform> uniforms;
  44. RD::Uniform u;
  45. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  46. u.binding = 0;
  47. u.ids.push_back(blit.sampler);
  48. u.ids.push_back(rd_texture);
  49. uniforms.push_back(u);
  50. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  51. render_target_descriptors[rd_texture] = uniform_set;
  52. }
  53. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  54. BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
  55. BLIT_MODE_NORMAL;
  56. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  57. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  58. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  59. blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
  60. blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
  61. blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
  62. blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
  63. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  64. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  65. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  66. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  67. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  68. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  69. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  70. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  71. RD::get_singleton()->draw_list_draw(draw_list, true);
  72. }
  73. RD::get_singleton()->draw_list_end();
  74. }
  75. void RendererCompositorRD::begin_frame(double frame_step) {
  76. frame++;
  77. delta = frame_step;
  78. time += frame_step;
  79. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  80. time = Math::fmod(time, time_roll_over);
  81. canvas->set_time(time);
  82. scene->set_time(time, frame_step);
  83. }
  84. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  85. #ifndef _MSC_VER
  86. #warning TODO: likely pass a bool to swap buffers to avoid display?
  87. #endif
  88. RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
  89. }
  90. void RendererCompositorRD::initialize() {
  91. {
  92. // Initialize blit
  93. Vector<String> blit_modes;
  94. blit_modes.push_back("\n");
  95. blit_modes.push_back("\n#define USE_LAYER\n");
  96. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  97. blit.shader.initialize(blit_modes);
  98. blit.shader_version = blit.shader.version_create();
  99. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  100. blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  101. }
  102. //create index array for copy shader
  103. Vector<uint8_t> pv;
  104. pv.resize(6 * 4);
  105. {
  106. uint8_t *w = pv.ptrw();
  107. int *p32 = (int *)w;
  108. p32[0] = 0;
  109. p32[1] = 1;
  110. p32[2] = 2;
  111. p32[3] = 0;
  112. p32[4] = 2;
  113. p32[5] = 3;
  114. }
  115. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  116. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  117. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  118. }
  119. }
  120. uint64_t RendererCompositorRD::frame = 1;
  121. void RendererCompositorRD::finalize() {
  122. memdelete(scene);
  123. memdelete(canvas);
  124. memdelete(storage);
  125. //only need to erase these, the rest are erased by cascade
  126. blit.shader.version_free(blit.shader_version);
  127. RD::get_singleton()->free(blit.index_buffer);
  128. RD::get_singleton()->free(blit.sampler);
  129. }
  130. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  131. RendererCompositorRD::RendererCompositorRD() {
  132. singleton = this;
  133. time = 0;
  134. storage = memnew(RendererStorageRD);
  135. canvas = memnew(RendererCanvasRenderRD(storage));
  136. uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
  137. uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  138. if (back_end == 1 || textures_per_stage < 48) {
  139. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
  140. } else { // back_end == 0
  141. // default to our high end renderer
  142. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
  143. }
  144. }