ss_effects.cpp 88 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692
  1. /**************************************************************************/
  2. /* ss_effects.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "ss_effects.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/renderer_rd/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.columns[i][j];
  41. }
  42. }
  43. }
  44. SSEffects::SSEffects() {
  45. singleton = this;
  46. // Initialize depth buffer for screen space effects
  47. {
  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 spmap[5]{ 0, 1, 4, 3, 2 };
  68. int b = spmap[subPass];
  69. float ca, sa;
  70. float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math::PI * 0.5f;
  71. ca = Math::cos(angle0);
  72. sa = Math::sin(angle0);
  73. float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
  74. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
  75. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
  76. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
  77. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
  78. }
  79. }
  80. RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
  81. }
  82. // Initialize Screen Space Indirect Lighting (SSIL)
  83. ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  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. // Initialize Screen Space Ambient Occlusion (SSAO)
  144. ssao_set_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
  145. {
  146. RD::SamplerState sampler;
  147. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  148. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  149. sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  150. sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  151. sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  152. sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  153. sampler.max_lod = 4;
  154. uint32_t pipeline = 0;
  155. {
  156. Vector<String> ssao_modes;
  157. ssao_modes.push_back("\n");
  158. ssao_modes.push_back("\n#define SSAO_BASE\n");
  159. ssao_modes.push_back("\n#define ADAPTIVE\n");
  160. ssao.gather_shader.initialize(ssao_modes);
  161. ssao.gather_shader_version = ssao.gather_shader.version_create();
  162. for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
  163. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
  164. pipeline++;
  165. }
  166. }
  167. {
  168. Vector<String> ssao_modes;
  169. ssao_modes.push_back("\n#define GENERATE_MAP\n");
  170. ssao_modes.push_back("\n#define PROCESS_MAPA\n");
  171. ssao_modes.push_back("\n#define PROCESS_MAPB\n");
  172. ssao.importance_map_shader.initialize(ssao_modes);
  173. ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
  174. for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
  175. 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));
  176. pipeline++;
  177. }
  178. ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  179. int zero[1] = { 0 };
  180. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  181. RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
  182. Vector<RD::Uniform> uniforms;
  183. {
  184. RD::Uniform u;
  185. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  186. u.binding = 0;
  187. u.append_id(ssao.importance_map_load_counter);
  188. uniforms.push_back(u);
  189. }
  190. 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);
  191. RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
  192. }
  193. {
  194. Vector<String> ssao_modes;
  195. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  196. ssao_modes.push_back("\n#define MODE_SMART\n");
  197. ssao_modes.push_back("\n#define MODE_WIDE\n");
  198. ssao.blur_shader.initialize(ssao_modes);
  199. ssao.blur_shader_version = ssao.blur_shader.version_create();
  200. for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
  201. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
  202. pipeline++;
  203. }
  204. }
  205. {
  206. Vector<String> ssao_modes;
  207. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  208. ssao_modes.push_back("\n#define MODE_SMART\n");
  209. ssao_modes.push_back("\n#define MODE_HALF\n");
  210. ssao.interleave_shader.initialize(ssao_modes);
  211. ssao.interleave_shader_version = ssao.interleave_shader.version_create();
  212. for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
  213. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
  214. RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
  215. pipeline++;
  216. }
  217. }
  218. ERR_FAIL_COND(pipeline != SSAO_MAX);
  219. ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
  220. }
  221. // Screen Space Reflections
  222. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  223. {
  224. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  225. {
  226. RD::PipelineSpecializationConstant sc;
  227. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  228. sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
  229. sc.bool_value = false;
  230. specialization_constants.push_back(sc);
  231. }
  232. {
  233. Vector<String> ssr_scale_modes;
  234. ssr_scale_modes.push_back("\n");
  235. ssr_scale.shader.initialize(ssr_scale_modes);
  236. ssr_scale.shader_version = ssr_scale.shader.version_create();
  237. for (int v = 0; v < SSR_VARIATIONS; v++) {
  238. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  239. ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
  240. }
  241. }
  242. {
  243. Vector<String> ssr_modes;
  244. ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
  245. ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
  246. ssr.shader.initialize(ssr_modes);
  247. ssr.shader_version = ssr.shader.version_create();
  248. for (int v = 0; v < SSR_VARIATIONS; v++) {
  249. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  250. for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
  251. ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
  252. }
  253. }
  254. }
  255. {
  256. Vector<String> ssr_filter_modes;
  257. ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
  258. ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
  259. ssr_filter.shader.initialize(ssr_filter_modes);
  260. ssr_filter.shader_version = ssr_filter.shader.version_create();
  261. for (int v = 0; v < SSR_VARIATIONS; v++) {
  262. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  263. for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
  264. ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
  265. }
  266. }
  267. }
  268. }
  269. // Subsurface scattering
  270. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  271. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  272. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  273. {
  274. Vector<String> sss_modes;
  275. sss_modes.push_back("\n#define USE_11_SAMPLES\n");
  276. sss_modes.push_back("\n#define USE_17_SAMPLES\n");
  277. sss_modes.push_back("\n#define USE_25_SAMPLES\n");
  278. sss.shader.initialize(sss_modes);
  279. sss.shader_version = sss.shader.version_create();
  280. for (int i = 0; i < sss_modes.size(); i++) {
  281. sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
  282. }
  283. }
  284. }
  285. SSEffects::~SSEffects() {
  286. {
  287. // Cleanup SS Reflections
  288. ssr.shader.version_free(ssr.shader_version);
  289. ssr_filter.shader.version_free(ssr_filter.shader_version);
  290. ssr_scale.shader.version_free(ssr_scale.shader_version);
  291. if (ssr.ubo.is_valid()) {
  292. RD::get_singleton()->free(ssr.ubo);
  293. }
  294. }
  295. {
  296. // Cleanup SS downsampler
  297. ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
  298. RD::get_singleton()->free(ss_effects.mirror_sampler);
  299. RD::get_singleton()->free(ss_effects.gather_constants_buffer);
  300. }
  301. {
  302. // Cleanup SSIL
  303. ssil.blur_shader.version_free(ssil.blur_shader_version);
  304. ssil.gather_shader.version_free(ssil.gather_shader_version);
  305. ssil.interleave_shader.version_free(ssil.interleave_shader_version);
  306. ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
  307. RD::get_singleton()->free(ssil.importance_map_load_counter);
  308. RD::get_singleton()->free(ssil.projection_uniform_buffer);
  309. }
  310. {
  311. // Cleanup SSAO
  312. ssao.blur_shader.version_free(ssao.blur_shader_version);
  313. ssao.gather_shader.version_free(ssao.gather_shader_version);
  314. ssao.interleave_shader.version_free(ssao.interleave_shader_version);
  315. ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
  316. RD::get_singleton()->free(ssao.importance_map_load_counter);
  317. }
  318. {
  319. // Cleanup Subsurface scattering
  320. sss.shader.version_free(sss.shader_version);
  321. }
  322. singleton = nullptr;
  323. }
  324. /* SS Downsampler */
  325. void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
  326. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  327. ERR_FAIL_NULL(uniform_set_cache);
  328. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  329. ERR_FAIL_NULL(material_storage);
  330. uint32_t view_count = p_render_buffers->get_view_count();
  331. Size2i full_screen_size = p_render_buffers->get_internal_size();
  332. Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
  333. // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
  334. if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
  335. p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
  336. }
  337. // Downsample and deinterleave the depth buffer for SSAO and SSIL
  338. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  339. int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
  340. bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
  341. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  342. downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
  343. } else if (use_mips) {
  344. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  345. }
  346. bool use_half_size = false;
  347. bool use_full_mips = false;
  348. if (ssao_half_size && ssil_half_size) {
  349. downsample_mode++;
  350. use_half_size = true;
  351. } else if (ssao_half_size != ssil_half_size) {
  352. if (use_mips) {
  353. downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
  354. use_full_mips = true;
  355. } else {
  356. // Only need the first two mipmaps, but the cost to generate the next two is trivial
  357. // TODO investigate the benefit of a shader version to generate only 2 mips
  358. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  359. use_mips = true;
  360. }
  361. }
  362. RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
  363. int depth_index = use_half_size ? 1 : 0;
  364. RD::get_singleton()->draw_command_begin_label("Downsample Depth");
  365. RID downsample_uniform_set;
  366. if (use_mips) {
  367. // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
  368. // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
  369. thread_local LocalVector<RD::Uniform> u_depths;
  370. u_depths.clear();
  371. // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
  372. // That means we're filling all 5 levels.
  373. // In this scenario `depth_index` will be 0.
  374. for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
  375. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
  376. RD::Uniform u_depth;
  377. u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  378. u_depth.binding = i;
  379. u_depth.append_id(depth_mipmap);
  380. u_depths.push_back(u_depth);
  381. }
  382. // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
  383. downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
  384. }
  385. Projection correction;
  386. correction.set_depth_correction(false);
  387. Projection temp = correction * p_projection;
  388. float depth_linearize_mul = -temp.columns[3][2];
  389. float depth_linearize_add = temp.columns[2][2];
  390. if (depth_linearize_mul * depth_linearize_add < 0) {
  391. depth_linearize_add = -depth_linearize_add;
  392. }
  393. ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
  394. ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
  395. ss_effects.downsample_push_constant.z_far = depth_linearize_add;
  396. if (ss_effects.downsample_push_constant.orthogonal) {
  397. ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
  398. ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
  399. }
  400. ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
  401. ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
  402. ss_effects.downsample_push_constant.radius_sq = 1.0;
  403. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  404. RID depth_texture = p_render_buffers->get_depth_texture(p_view);
  405. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
  406. RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
  407. RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
  408. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
  409. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
  410. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
  411. if (use_mips) {
  412. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
  413. }
  414. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
  415. if (use_half_size) {
  416. size = Size2i(size.x >> 1, size.y >> 1).maxi(1);
  417. }
  418. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  419. RD::get_singleton()->compute_list_add_barrier(compute_list);
  420. RD::get_singleton()->draw_command_end_label();
  421. RD::get_singleton()->compute_list_end();
  422. ss_effects.used_full_mips_last_frame = use_full_mips;
  423. ss_effects.used_half_size_last_frame = use_half_size;
  424. ss_effects.used_mips_last_frame = use_mips;
  425. }
  426. /* SSIL */
  427. void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  428. ssil_quality = p_quality;
  429. ssil_half_size = p_half_size;
  430. ssil_adaptive_target = p_adaptive_target;
  431. ssil_blur_passes = p_blur_passes;
  432. ssil_fadeout_from = p_fadeout_from;
  433. ssil_fadeout_to = p_fadeout_to;
  434. }
  435. void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
  436. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  437. ERR_FAIL_NULL(uniform_set_cache);
  438. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  439. if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  440. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  441. }
  442. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
  443. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  444. for (int i = 0; i < 4; i++) {
  445. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  446. continue;
  447. }
  448. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
  449. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
  450. ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
  451. ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
  452. ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  453. ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  454. ssil.gather_push_constant.pass = i;
  455. 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);
  456. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
  457. Size2i size;
  458. // Calculate size same way as we created the buffer
  459. if (ssil_half_size) {
  460. size.x = (p_settings.full_screen_size.x + 3) / 4;
  461. size.y = (p_settings.full_screen_size.y + 3) / 4;
  462. } else {
  463. size.x = (p_settings.full_screen_size.x + 1) / 2;
  464. size.y = (p_settings.full_screen_size.y + 1) / 2;
  465. }
  466. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  467. }
  468. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  469. }
  470. void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
  471. if (p_ssil_buffers.half_size != ssil_half_size) {
  472. p_render_buffers->clear_context(RB_SCOPE_SSIL);
  473. }
  474. p_ssil_buffers.half_size = ssil_half_size;
  475. if (p_ssil_buffers.half_size) {
  476. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  477. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  478. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  479. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  480. } else {
  481. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  482. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  483. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  484. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  485. }
  486. uint32_t view_count = p_render_buffers->get_view_count();
  487. Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
  488. Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
  489. // We create our intermediate and final results as render buffers.
  490. // These are automatically cached and cleaned up when our viewport resizes
  491. // or when our viewport gets destroyed.
  492. if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
  493. RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
  494. RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
  495. }
  496. if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
  497. RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
  498. RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
  499. }
  500. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  501. // we don't first check has_texture here
  502. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  503. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  504. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  505. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  506. p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  507. }
  508. void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
  509. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  510. ERR_FAIL_NULL(uniform_set_cache);
  511. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  512. ERR_FAIL_NULL(material_storage);
  513. RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
  514. // Obtain our (cached) buffer slices for the view we are rendering.
  515. RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
  516. RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  517. RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
  518. RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
  519. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
  520. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
  521. RID deinterleaved_slices[4];
  522. RID deinterleaved_pong_slices[4];
  523. RID edges_slices[4];
  524. for (uint32_t i = 0; i < 4; i++) {
  525. deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  526. deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  527. edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
  528. }
  529. //Store projection info before starting the compute list
  530. SSILProjectionUniforms projection_uniforms;
  531. store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
  532. RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
  533. memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
  534. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
  535. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  536. RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  537. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  538. {
  539. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  540. ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  541. ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  542. ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  543. ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  544. if (ssil_half_size) {
  545. ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  546. ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  547. }
  548. ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  549. ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  550. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  551. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  552. ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  553. ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  554. ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  555. ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  556. ssil.gather_push_constant.z_near = p_projection.get_z_near();
  557. ssil.gather_push_constant.z_far = p_projection.get_z_far();
  558. ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  559. ssil.gather_push_constant.radius = p_settings.radius;
  560. float radius_near_limit = (p_settings.radius * 1.2f);
  561. if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
  562. radius_near_limit *= 1.50f;
  563. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  564. ssil.gather_push_constant.radius *= 0.8f;
  565. }
  566. }
  567. radius_near_limit /= tan_half_fov_y;
  568. ssil.gather_push_constant.intensity = p_settings.intensity * Math::PI;
  569. ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
  570. ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
  571. ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  572. ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
  573. ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
  574. ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
  575. ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
  576. ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
  577. ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
  578. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  579. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  580. // remember each instance of the uniform set.
  581. RID projection_uniform_set;
  582. {
  583. RD::Uniform u_last_frame;
  584. u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  585. u_last_frame.binding = 0;
  586. u_last_frame.append_id(default_mipmap_sampler);
  587. u_last_frame.append_id(last_frame);
  588. RD::Uniform u_projection;
  589. u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  590. u_projection.binding = 1;
  591. u_projection.append_id(ssil.projection_uniform_buffer);
  592. projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
  593. }
  594. RID gather_uniform_set;
  595. {
  596. RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
  597. RD::Uniform u_depth_texture_view;
  598. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  599. u_depth_texture_view.binding = 0;
  600. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  601. u_depth_texture_view.append_id(depth_texture_view);
  602. RD::Uniform u_normal_buffer;
  603. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  604. u_normal_buffer.binding = 1;
  605. u_normal_buffer.append_id(p_normal_buffer);
  606. RD::Uniform u_gather_constants_buffer;
  607. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  608. u_gather_constants_buffer.binding = 2;
  609. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  610. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  611. }
  612. RID importance_map_uniform_set;
  613. {
  614. RD::Uniform u_pong;
  615. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  616. u_pong.binding = 0;
  617. u_pong.append_id(deinterleaved_pong);
  618. RD::Uniform u_importance_map;
  619. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  620. u_importance_map.binding = 1;
  621. u_importance_map.append_id(default_sampler);
  622. u_importance_map.append_id(importance_map);
  623. RD::Uniform u_load_counter;
  624. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  625. u_load_counter.binding = 2;
  626. u_load_counter.append_id(ssil.importance_map_load_counter);
  627. RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
  628. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  629. }
  630. if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
  631. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  632. ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  633. ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  634. ssil.importance_map_push_constant.intensity = p_settings.intensity * Math::PI;
  635. //base pass
  636. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
  637. gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  638. //generate importance map
  639. RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
  640. RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  641. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  642. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
  643. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
  644. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  645. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  646. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  647. RD::get_singleton()->compute_list_add_barrier(compute_list);
  648. // process Importance Map A
  649. RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
  650. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  651. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  652. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
  653. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
  654. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
  655. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  656. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  657. RD::get_singleton()->compute_list_add_barrier(compute_list);
  658. // process Importance Map B
  659. RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
  660. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  661. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
  662. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
  663. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  664. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
  665. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  666. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  667. RD::get_singleton()->compute_list_add_barrier(compute_list);
  668. RD::get_singleton()->draw_command_end_label(); // Importance Map
  669. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
  670. } else {
  671. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
  672. }
  673. gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  674. RD::get_singleton()->draw_command_end_label(); //Gather
  675. }
  676. {
  677. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  678. ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  679. ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  680. ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  681. int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
  682. shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
  683. for (int pass = 0; pass < blur_passes; pass++) {
  684. int blur_pipeline = SSIL_BLUR_PASS;
  685. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  686. blur_pipeline = SSIL_BLUR_PASS_SMART;
  687. if (pass < blur_passes - 2) {
  688. blur_pipeline = SSIL_BLUR_PASS_WIDE;
  689. }
  690. }
  691. RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
  692. for (int i = 0; i < 4; i++) {
  693. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  694. continue;
  695. }
  696. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
  697. if (pass % 2 == 0) {
  698. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  699. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
  700. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  701. } else {
  702. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
  703. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  704. }
  705. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
  706. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
  707. } else {
  708. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  709. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
  710. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  711. } else {
  712. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
  713. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  714. }
  715. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
  716. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
  717. }
  718. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
  719. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
  720. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
  721. // Use the size of the actual buffer we're processing here or we won't cover the entire image.
  722. int x_groups = p_ssil_buffers.buffer_width;
  723. int y_groups = p_ssil_buffers.buffer_height;
  724. RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
  725. }
  726. RD::get_singleton()->compute_list_add_barrier(compute_list);
  727. }
  728. RD::get_singleton()->draw_command_end_label(); // Blur
  729. }
  730. {
  731. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  732. ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  733. ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  734. ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  735. ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
  736. int interleave_pipeline = SSIL_INTERLEAVE_HALF;
  737. if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
  738. interleave_pipeline = SSIL_INTERLEAVE;
  739. } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
  740. interleave_pipeline = SSIL_INTERLEAVE_SMART;
  741. }
  742. shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
  743. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
  744. RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
  745. RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
  746. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
  747. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
  748. RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
  749. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
  750. } else {
  751. RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  752. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
  753. }
  754. RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
  755. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
  756. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
  757. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  758. RD::get_singleton()->compute_list_add_barrier(compute_list);
  759. RD::get_singleton()->draw_command_end_label(); // Interleave
  760. }
  761. RD::get_singleton()->draw_command_end_label(); // SSIL
  762. RD::get_singleton()->compute_list_end();
  763. int zero[1] = { 0 };
  764. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  765. }
  766. /* SSAO */
  767. void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  768. ssao_quality = p_quality;
  769. ssao_half_size = p_half_size;
  770. ssao_adaptive_target = p_adaptive_target;
  771. ssao_blur_passes = p_blur_passes;
  772. ssao_fadeout_from = p_fadeout_from;
  773. ssao_fadeout_to = p_fadeout_to;
  774. }
  775. void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
  776. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  777. ERR_FAIL_NULL(uniform_set_cache);
  778. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  779. if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  780. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  781. }
  782. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
  783. for (int i = 0; i < 4; i++) {
  784. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  785. continue;
  786. }
  787. RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, p_ao_slices[i]);
  788. ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
  789. ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
  790. ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  791. ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  792. ssao.gather_push_constant.pass = i;
  793. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
  794. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
  795. Size2i size;
  796. // Make sure we use the same size as with which our buffer was created
  797. if (ssao_half_size) {
  798. size.x = (p_settings.full_screen_size.x + 3) / 4;
  799. size.y = (p_settings.full_screen_size.y + 3) / 4;
  800. } else {
  801. size.x = (p_settings.full_screen_size.x + 1) / 2;
  802. size.y = (p_settings.full_screen_size.y + 1) / 2;
  803. }
  804. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  805. }
  806. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  807. }
  808. void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
  809. if (p_ssao_buffers.half_size != ssao_half_size) {
  810. p_render_buffers->clear_context(RB_SCOPE_SSAO);
  811. }
  812. p_ssao_buffers.half_size = ssao_half_size;
  813. if (ssao_half_size) {
  814. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  815. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  816. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  817. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  818. } else {
  819. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  820. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  821. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  822. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  823. }
  824. uint32_t view_count = p_render_buffers->get_view_count();
  825. Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
  826. Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
  827. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  828. // we don't first check has_texture here
  829. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  830. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
  831. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  832. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
  833. p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
  834. }
  835. void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
  836. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  837. ERR_FAIL_NULL(uniform_set_cache);
  838. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  839. ERR_FAIL_NULL(material_storage);
  840. // Obtain our (cached) buffer slices for the view we are rendering.
  841. RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  842. RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
  843. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
  844. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
  845. RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
  846. RID ao_deinterleaved_slices[4];
  847. RID ao_pong_slices[4];
  848. for (uint32_t i = 0; i < 4; i++) {
  849. ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  850. ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  851. }
  852. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  853. memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
  854. /* FIRST PASS */
  855. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
  856. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  857. RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
  858. /* SECOND PASS */
  859. // Sample SSAO
  860. {
  861. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  862. ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  863. ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  864. ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  865. ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  866. if (ssao_half_size) {
  867. ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  868. ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  869. }
  870. ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  871. ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  872. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  873. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  874. ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  875. ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  876. ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  877. ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  878. ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  879. ssao.gather_push_constant.radius = p_settings.radius;
  880. float radius_near_limit = (p_settings.radius * 1.2f);
  881. if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
  882. radius_near_limit *= 1.50f;
  883. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  884. ssao.gather_push_constant.radius *= 0.8f;
  885. }
  886. }
  887. radius_near_limit /= tan_half_fov_y;
  888. ssao.gather_push_constant.intensity = p_settings.intensity;
  889. ssao.gather_push_constant.shadow_power = p_settings.power;
  890. ssao.gather_push_constant.shadow_clamp = 0.98;
  891. ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
  892. ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
  893. ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
  894. ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  895. ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
  896. ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
  897. ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
  898. ssao.gather_push_constant.detail_intensity = p_settings.detail;
  899. ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
  900. ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
  901. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  902. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  903. // remember each instance of the uniform set.
  904. RID gather_uniform_set;
  905. {
  906. RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
  907. RD::Uniform u_depth_texture_view;
  908. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  909. u_depth_texture_view.binding = 0;
  910. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  911. u_depth_texture_view.append_id(depth_texture_view);
  912. RD::Uniform u_normal_buffer;
  913. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  914. u_normal_buffer.binding = 1;
  915. u_normal_buffer.append_id(p_normal_buffer);
  916. RD::Uniform u_gather_constants_buffer;
  917. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  918. u_gather_constants_buffer.binding = 2;
  919. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  920. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  921. }
  922. RID importance_map_uniform_set;
  923. {
  924. RD::Uniform u_pong;
  925. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  926. u_pong.binding = 0;
  927. u_pong.append_id(ao_pong);
  928. RD::Uniform u_importance_map;
  929. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  930. u_importance_map.binding = 1;
  931. u_importance_map.append_id(default_sampler);
  932. u_importance_map.append_id(importance_map);
  933. RD::Uniform u_load_counter;
  934. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  935. u_load_counter.binding = 2;
  936. u_load_counter.append_id(ssao.importance_map_load_counter);
  937. RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
  938. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  939. }
  940. if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
  941. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  942. ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  943. ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  944. ssao.importance_map_push_constant.intensity = p_settings.intensity;
  945. ssao.importance_map_push_constant.power = p_settings.power;
  946. //base pass
  947. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
  948. gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
  949. //generate importance map
  950. RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
  951. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
  952. RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  953. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
  954. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  955. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  956. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  957. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  958. RD::get_singleton()->compute_list_add_barrier(compute_list);
  959. //process importance map A
  960. RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
  961. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
  962. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  963. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
  964. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  965. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
  966. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  967. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  968. RD::get_singleton()->compute_list_add_barrier(compute_list);
  969. //process Importance Map B
  970. RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
  971. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
  972. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  973. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
  974. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  975. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
  976. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  977. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  978. RD::get_singleton()->compute_list_add_barrier(compute_list);
  979. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
  980. RD::get_singleton()->draw_command_end_label(); // Importance Map
  981. } else {
  982. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
  983. }
  984. gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
  985. RD::get_singleton()->draw_command_end_label(); // Gather SSAO
  986. }
  987. // /* THIRD PASS */
  988. // // Blur
  989. //
  990. {
  991. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  992. ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  993. ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  994. ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  995. int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
  996. shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
  997. for (int pass = 0; pass < blur_passes; pass++) {
  998. int blur_pipeline = SSAO_BLUR_PASS;
  999. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1000. if (pass < blur_passes - 2) {
  1001. blur_pipeline = SSAO_BLUR_PASS_WIDE;
  1002. } else {
  1003. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1004. }
  1005. }
  1006. for (int i = 0; i < 4; i++) {
  1007. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  1008. continue;
  1009. }
  1010. RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
  1011. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
  1012. if (pass % 2 == 0) {
  1013. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1014. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
  1015. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1016. } else {
  1017. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
  1018. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1019. }
  1020. RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
  1021. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
  1022. } else {
  1023. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1024. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
  1025. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
  1026. } else {
  1027. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
  1028. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
  1029. }
  1030. RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
  1031. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
  1032. }
  1033. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
  1034. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
  1035. }
  1036. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1037. }
  1038. RD::get_singleton()->draw_command_end_label(); // Blur
  1039. }
  1040. /* FOURTH PASS */
  1041. // Interleave buffers
  1042. // back to full size
  1043. {
  1044. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  1045. ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  1046. ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  1047. ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  1048. ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
  1049. shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
  1050. int interleave_pipeline = SSAO_INTERLEAVE_HALF;
  1051. if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
  1052. interleave_pipeline = SSAO_INTERLEAVE;
  1053. } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
  1054. interleave_pipeline = SSAO_INTERLEAVE_SMART;
  1055. }
  1056. RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
  1057. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
  1058. RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
  1059. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
  1060. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
  1061. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
  1062. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1063. } else {
  1064. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  1065. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1066. }
  1067. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
  1068. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  1069. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1070. RD::get_singleton()->draw_command_end_label(); // Interleave
  1071. }
  1072. RD::get_singleton()->draw_command_end_label(); //SSAO
  1073. RD::get_singleton()->compute_list_end();
  1074. int zero[1] = { 0 };
  1075. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  1076. }
  1077. /* Screen Space Reflection */
  1078. void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  1079. ssr_roughness_quality = p_quality;
  1080. }
  1081. void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
  1082. if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
  1083. // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
  1084. p_render_buffers->clear_context(RB_SCOPE_SSR);
  1085. }
  1086. Size2i internal_size = p_render_buffers->get_internal_size();
  1087. p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
  1088. p_ssr_buffers.roughness_quality = ssr_roughness_quality;
  1089. // We are using barriers so we do not need to allocate textures for both views on anything but output...
  1090. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1091. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1092. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
  1093. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
  1094. }
  1095. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
  1096. p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
  1097. }
  1098. void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) {
  1099. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1100. ERR_FAIL_NULL(uniform_set_cache);
  1101. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1102. ERR_FAIL_NULL(material_storage);
  1103. uint32_t view_count = p_render_buffers->get_view_count();
  1104. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1105. {
  1106. // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
  1107. ScreenSpaceReflectionSceneData scene_data;
  1108. if (ssr.ubo.is_null()) {
  1109. ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
  1110. }
  1111. for (uint32_t v = 0; v < view_count; v++) {
  1112. store_camera(p_projections[v], scene_data.projection[v]);
  1113. store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  1114. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  1115. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  1116. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  1117. scene_data.eye_offset[v][3] = 0.0;
  1118. }
  1119. RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data);
  1120. }
  1121. uint32_t pipeline_specialization = 0;
  1122. if (view_count > 1) {
  1123. pipeline_specialization |= SSR_MULTIVIEW;
  1124. }
  1125. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1126. for (uint32_t v = 0; v < view_count; v++) {
  1127. // get buffers we need to use for this view
  1128. RID diffuse_slice = p_render_buffers->get_internal_texture(v);
  1129. RID depth_slice = p_render_buffers->get_depth_texture(v);
  1130. RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
  1131. RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
  1132. RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
  1133. RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
  1134. RID blur_radius[2];
  1135. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1136. blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
  1137. blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
  1138. }
  1139. {
  1140. char label[16];
  1141. int len = snprintf(label, sizeof(label), "SSR View %d", v);
  1142. RD::get_singleton()->draw_command_begin_label(Span<char>(label, len));
  1143. }
  1144. { //scale color and depth to half
  1145. RD::get_singleton()->draw_command_begin_label("SSR Scale");
  1146. ScreenSpaceReflectionScalePushConstant push_constant;
  1147. push_constant.view_index = v;
  1148. push_constant.camera_z_far = p_projections[v].get_z_far();
  1149. push_constant.camera_z_near = p_projections[v].get_z_near();
  1150. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1151. push_constant.filter = false; // Enabling causes artifacts.
  1152. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1153. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1154. RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
  1155. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
  1156. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
  1157. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
  1158. RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
  1159. RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
  1160. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
  1161. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1162. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
  1163. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1164. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
  1165. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
  1166. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
  1167. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1168. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1169. RD::get_singleton()->draw_command_end_label();
  1170. }
  1171. {
  1172. RD::get_singleton()->draw_command_begin_label("SSR main");
  1173. ScreenSpaceReflectionPushConstant push_constant;
  1174. push_constant.view_index = v;
  1175. push_constant.camera_z_far = p_projections[v].get_z_far();
  1176. push_constant.camera_z_near = p_projections[v].get_z_near();
  1177. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1178. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1179. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1180. push_constant.curve_fade_in = p_fade_in;
  1181. push_constant.distance_fade = p_fade_out;
  1182. push_constant.num_steps = p_max_steps;
  1183. push_constant.depth_tolerance = p_tolerance;
  1184. push_constant.use_half_res = true;
  1185. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1186. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1187. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1188. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1189. ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
  1190. RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
  1191. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
  1192. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1193. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1194. // read from intermediate
  1195. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1196. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
  1197. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
  1198. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1199. // write to output and blur radius
  1200. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1201. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1202. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
  1203. } else {
  1204. // We are only writing output
  1205. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1206. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
  1207. }
  1208. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1209. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
  1210. RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
  1211. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
  1212. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
  1213. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1214. RD::get_singleton()->draw_command_end_label();
  1215. }
  1216. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1217. RD::get_singleton()->draw_command_begin_label("SSR filter");
  1218. //blur
  1219. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1220. ScreenSpaceReflectionFilterPushConstant push_constant;
  1221. push_constant.view_index = v;
  1222. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1223. push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
  1224. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1225. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1226. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1227. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1228. push_constant.vertical = 0;
  1229. if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
  1230. push_constant.steps = p_max_steps / 3;
  1231. push_constant.increment = 3;
  1232. } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
  1233. push_constant.steps = p_max_steps / 2;
  1234. push_constant.increment = 2;
  1235. } else {
  1236. push_constant.steps = p_max_steps;
  1237. push_constant.increment = 1;
  1238. }
  1239. push_constant.screen_size[0] = p_ssr_buffers.size.width;
  1240. push_constant.screen_size[1] = p_ssr_buffers.size.height;
  1241. // Horizontal pass
  1242. SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
  1243. RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1244. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1245. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1246. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1247. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
  1248. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1249. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1250. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1251. RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
  1252. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
  1253. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1254. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1255. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1256. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1257. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1258. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1259. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1260. // Vertical pass
  1261. mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
  1262. shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1263. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1264. push_constant.vertical = 1;
  1265. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
  1266. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1267. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
  1268. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1269. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1270. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1271. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1272. if (v != view_count - 1) {
  1273. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1274. }
  1275. RD::get_singleton()->draw_command_end_label();
  1276. }
  1277. RD::get_singleton()->draw_command_end_label();
  1278. }
  1279. RD::get_singleton()->compute_list_end();
  1280. }
  1281. /* Subsurface scattering */
  1282. void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1283. sss_quality = p_quality;
  1284. }
  1285. RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
  1286. return sss_quality;
  1287. }
  1288. void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
  1289. sss_scale = p_scale;
  1290. sss_depth_scale = p_depth_scale;
  1291. }
  1292. 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) {
  1293. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1294. ERR_FAIL_NULL(uniform_set_cache);
  1295. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1296. ERR_FAIL_NULL(material_storage);
  1297. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1298. // Our intermediate buffer is only created if we haven't created it already.
  1299. RD::DataFormat format = p_render_buffers->get_base_data_format();
  1300. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1301. uint32_t layers = 1; // We only need one layer, we're handling one view at a time
  1302. uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
  1303. RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
  1304. Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
  1305. p.normal /= p.d;
  1306. float unit_size = p.normal.x;
  1307. { //scale color and depth to half
  1308. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1309. sss.push_constant.camera_z_far = p_camera.get_z_far();
  1310. sss.push_constant.camera_z_near = p_camera.get_z_near();
  1311. sss.push_constant.orthogonal = p_camera.is_orthogonal();
  1312. sss.push_constant.unit_size = unit_size;
  1313. sss.push_constant.screen_size[0] = p_screen_size.x;
  1314. sss.push_constant.screen_size[1] = p_screen_size.y;
  1315. sss.push_constant.vertical = false;
  1316. sss.push_constant.scale = sss_scale;
  1317. sss.push_constant.depth_scale = sss_depth_scale;
  1318. RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
  1319. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
  1320. RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
  1321. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
  1322. RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
  1323. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1324. RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
  1325. // horizontal
  1326. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
  1327. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1328. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1329. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1330. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1331. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1332. // vertical
  1333. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
  1334. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
  1335. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1336. sss.push_constant.vertical = true;
  1337. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1338. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1339. RD::get_singleton()->compute_list_end();
  1340. }
  1341. }