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- /**************************************************************************/
- /* ss_effects.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "ss_effects.h"
- #include "core/config/project_settings.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
- #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
- using namespace RendererRD;
- SSEffects *SSEffects::singleton = nullptr;
- static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.columns[i][j];
- }
- }
- }
- SSEffects::SSEffects() {
- singleton = this;
- // Initialize depth buffer for screen space effects
- {
- Vector<String> downsampler_modes;
- downsampler_modes.push_back("\n");
- downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
- downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
- downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
- ss_effects.downsample_shader.initialize(downsampler_modes);
- ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
- for (int i = 0; i < SS_EFFECTS_MAX; i++) {
- ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
- }
- ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
- SSEffectsGatherConstants gather_constants;
- const int sub_pass_count = 5;
- for (int pass = 0; pass < 4; pass++) {
- for (int subPass = 0; subPass < sub_pass_count; subPass++) {
- int a = pass;
- int spmap[5]{ 0, 1, 4, 3, 2 };
- int b = spmap[subPass];
- float ca, sa;
- float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math::PI * 0.5f;
- ca = Math::cos(angle0);
- sa = Math::sin(angle0);
- float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
- gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
- }
- }
- RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
- }
- // Initialize Screen Space Indirect Lighting (SSIL)
- 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"));
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n");
- ssil_modes.push_back("\n#define SSIL_BASE\n");
- ssil_modes.push_back("\n#define ADAPTIVE\n");
- ssil.gather_shader.initialize(ssil_modes);
- ssil.gather_shader_version = ssil.gather_shader.version_create();
- for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
- }
- ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
- }
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define GENERATE_MAP\n");
- ssil_modes.push_back("\n#define PROCESS_MAPA\n");
- ssil_modes.push_back("\n#define PROCESS_MAPB\n");
- ssil.importance_map_shader.initialize(ssil_modes);
- ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
- for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
- 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));
- }
- ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(ssil.importance_map_load_counter);
- uniforms.push_back(u);
- }
- 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);
- RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define MODE_NON_SMART\n");
- ssil_modes.push_back("\n#define MODE_SMART\n");
- ssil_modes.push_back("\n#define MODE_WIDE\n");
- ssil.blur_shader.initialize(ssil_modes);
- ssil.blur_shader_version = ssil.blur_shader.version_create();
- for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
- }
- }
- {
- Vector<String> ssil_modes;
- ssil_modes.push_back("\n#define MODE_NON_SMART\n");
- ssil_modes.push_back("\n#define MODE_SMART\n");
- ssil_modes.push_back("\n#define MODE_HALF\n");
- ssil.interleave_shader.initialize(ssil_modes);
- ssil.interleave_shader_version = ssil.interleave_shader.version_create();
- for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
- ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
- }
- }
- // Initialize Screen Space Ambient Occlusion (SSAO)
- 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"));
- {
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler.max_lod = 4;
- uint32_t pipeline = 0;
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_BASE\n");
- ssao_modes.push_back("\n#define ADAPTIVE\n");
- ssao.gather_shader.initialize(ssao_modes);
- ssao.gather_shader_version = ssao.gather_shader.version_create();
- for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define GENERATE_MAP\n");
- ssao_modes.push_back("\n#define PROCESS_MAPA\n");
- ssao_modes.push_back("\n#define PROCESS_MAPB\n");
- ssao.importance_map_shader.initialize(ssao_modes);
- ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
- for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
- 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));
- pipeline++;
- }
- ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- 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);
- RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_WIDE\n");
- ssao.blur_shader.initialize(ssao_modes);
- ssao.blur_shader_version = ssao.blur_shader.version_create();
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_NON_SMART\n");
- ssao_modes.push_back("\n#define MODE_SMART\n");
- ssao_modes.push_back("\n#define MODE_HALF\n");
- ssao.interleave_shader.initialize(ssao_modes);
- ssao.interleave_shader_version = ssao.interleave_shader.version_create();
- for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
- RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
- pipeline++;
- }
- }
- ERR_FAIL_COND(pipeline != SSAO_MAX);
- ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
- }
- // Screen Space Reflections
- ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
- {
- Vector<RD::PipelineSpecializationConstant> specialization_constants;
- {
- RD::PipelineSpecializationConstant sc;
- sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
- sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
- sc.bool_value = false;
- specialization_constants.push_back(sc);
- }
- {
- Vector<String> ssr_scale_modes;
- ssr_scale_modes.push_back("\n");
- ssr_scale.shader.initialize(ssr_scale_modes);
- ssr_scale.shader_version = ssr_scale.shader.version_create();
- for (int v = 0; v < SSR_VARIATIONS; v++) {
- specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
- ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
- }
- }
- {
- Vector<String> ssr_modes;
- ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
- ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
- ssr.shader.initialize(ssr_modes);
- ssr.shader_version = ssr.shader.version_create();
- for (int v = 0; v < SSR_VARIATIONS; v++) {
- specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
- ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
- }
- }
- }
- {
- Vector<String> ssr_filter_modes;
- ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
- ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
- ssr_filter.shader.initialize(ssr_filter_modes);
- ssr_filter.shader_version = ssr_filter.shader.version_create();
- for (int v = 0; v < SSR_VARIATIONS; v++) {
- specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
- ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
- }
- }
- }
- }
- // Subsurface scattering
- sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
- sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
- sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
- {
- Vector<String> sss_modes;
- sss_modes.push_back("\n#define USE_11_SAMPLES\n");
- sss_modes.push_back("\n#define USE_17_SAMPLES\n");
- sss_modes.push_back("\n#define USE_25_SAMPLES\n");
- sss.shader.initialize(sss_modes);
- sss.shader_version = sss.shader.version_create();
- for (int i = 0; i < sss_modes.size(); i++) {
- sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
- }
- }
- }
- SSEffects::~SSEffects() {
- {
- // Cleanup SS Reflections
- ssr.shader.version_free(ssr.shader_version);
- ssr_filter.shader.version_free(ssr_filter.shader_version);
- ssr_scale.shader.version_free(ssr_scale.shader_version);
- if (ssr.ubo.is_valid()) {
- RD::get_singleton()->free(ssr.ubo);
- }
- }
- {
- // Cleanup SS downsampler
- ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
- RD::get_singleton()->free(ss_effects.mirror_sampler);
- RD::get_singleton()->free(ss_effects.gather_constants_buffer);
- }
- {
- // Cleanup SSIL
- ssil.blur_shader.version_free(ssil.blur_shader_version);
- ssil.gather_shader.version_free(ssil.gather_shader_version);
- ssil.interleave_shader.version_free(ssil.interleave_shader_version);
- ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
- RD::get_singleton()->free(ssil.importance_map_load_counter);
- RD::get_singleton()->free(ssil.projection_uniform_buffer);
- }
- {
- // Cleanup SSAO
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.interleave_shader.version_free(ssao.interleave_shader_version);
- ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
- RD::get_singleton()->free(ssao.importance_map_load_counter);
- }
- {
- // Cleanup Subsurface scattering
- sss.shader.version_free(sss.shader_version);
- }
- singleton = nullptr;
- }
- /* SS Downsampler */
- void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- uint32_t view_count = p_render_buffers->get_view_count();
- Size2i full_screen_size = p_render_buffers->get_internal_size();
- Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
- // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
- if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
- 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);
- }
- // Downsample and deinterleave the depth buffer for SSAO and SSIL
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
- bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
- if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
- } else if (use_mips) {
- downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
- }
- bool use_half_size = false;
- bool use_full_mips = false;
- if (ssao_half_size && ssil_half_size) {
- downsample_mode++;
- use_half_size = true;
- } else if (ssao_half_size != ssil_half_size) {
- if (use_mips) {
- downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
- use_full_mips = true;
- } else {
- // Only need the first two mipmaps, but the cost to generate the next two is trivial
- // TODO investigate the benefit of a shader version to generate only 2 mips
- downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
- use_mips = true;
- }
- }
- RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
- int depth_index = use_half_size ? 1 : 0;
- RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- RID downsample_uniform_set;
- if (use_mips) {
- // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
- // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
- thread_local LocalVector<RD::Uniform> u_depths;
- u_depths.clear();
- // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
- // That means we're filling all 5 levels.
- // In this scenario `depth_index` will be 0.
- for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
- RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
- RD::Uniform u_depth;
- u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u_depth.binding = i;
- u_depth.append_id(depth_mipmap);
- u_depths.push_back(u_depth);
- }
- // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
- downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
- }
- Projection correction;
- correction.set_depth_correction(false);
- Projection temp = correction * p_projection;
- float depth_linearize_mul = -temp.columns[3][2];
- float depth_linearize_add = temp.columns[2][2];
- if (depth_linearize_mul * depth_linearize_add < 0) {
- depth_linearize_add = -depth_linearize_add;
- }
- ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
- ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
- ss_effects.downsample_push_constant.z_far = depth_linearize_add;
- if (ss_effects.downsample_push_constant.orthogonal) {
- ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
- ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
- }
- ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
- ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
- ss_effects.downsample_push_constant.radius_sq = 1.0;
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RID depth_texture = p_render_buffers->get_depth_texture(p_view);
- RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
- RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
- RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
- if (use_mips) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
- if (use_half_size) {
- size = Size2i(size.x >> 1, size.y >> 1).maxi(1);
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->compute_list_end();
- ss_effects.used_full_mips_last_frame = use_full_mips;
- ss_effects.used_half_size_last_frame = use_half_size;
- ss_effects.used_mips_last_frame = use_mips;
- }
- /* SSIL */
- 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) {
- ssil_quality = p_quality;
- ssil_half_size = p_half_size;
- ssil_adaptive_target = p_adaptive_target;
- ssil_blur_passes = p_blur_passes;
- ssil_fadeout_from = p_fadeout_from;
- ssil_fadeout_to = p_fadeout_to;
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
- if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
- RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
- for (int i = 0; i < 4; i++) {
- if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
- RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
- ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
- ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
- ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
- ssil.gather_push_constant.pass = i;
- 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);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
- Size2i size;
- // Calculate size same way as we created the buffer
- if (ssil_half_size) {
- size.x = (p_settings.full_screen_size.x + 3) / 4;
- size.y = (p_settings.full_screen_size.y + 3) / 4;
- } else {
- size.x = (p_settings.full_screen_size.x + 1) / 2;
- size.y = (p_settings.full_screen_size.y + 1) / 2;
- }
- RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
- }
- void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
- if (p_ssil_buffers.half_size != ssil_half_size) {
- p_render_buffers->clear_context(RB_SCOPE_SSIL);
- }
- p_ssil_buffers.half_size = ssil_half_size;
- if (p_ssil_buffers.half_size) {
- p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
- p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
- p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
- p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
- } else {
- p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
- p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
- p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
- p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
- }
- uint32_t view_count = p_render_buffers->get_view_count();
- Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
- Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
- // We create our intermediate and final results as render buffers.
- // These are automatically cached and cleaned up when our viewport resizes
- // or when our viewport gets destroyed.
- 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...
- 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);
- RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
- }
- if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
- 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);
- RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
- }
- // As we're not clearing these, and render buffers will return the cached texture if it already exists,
- // we don't first check has_texture here
- 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);
- 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);
- 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);
- 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);
- 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);
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
- // Obtain our (cached) buffer slices for the view we are rendering.
- RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
- RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
- RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
- RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
- RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
- RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
- RID deinterleaved_slices[4];
- RID deinterleaved_pong_slices[4];
- RID edges_slices[4];
- for (uint32_t i = 0; i < 4; i++) {
- deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
- deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
- edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
- }
- //Store projection info before starting the compute list
- SSILProjectionUniforms projection_uniforms;
- store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
- RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
- memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
- RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- {
- RD::get_singleton()->draw_command_begin_label("Gather Samples");
- ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
- ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
- ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
- ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
- if (ssil_half_size) {
- ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
- ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
- }
- ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
- ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
- float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
- float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
- ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
- ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
- ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
- ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
- ssil.gather_push_constant.z_near = p_projection.get_z_near();
- ssil.gather_push_constant.z_far = p_projection.get_z_far();
- ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
- ssil.gather_push_constant.radius = p_settings.radius;
- float radius_near_limit = (p_settings.radius * 1.2f);
- if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
- radius_near_limit *= 1.50f;
- if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- ssil.gather_push_constant.radius *= 0.8f;
- }
- }
- radius_near_limit /= tan_half_fov_y;
- ssil.gather_push_constant.intensity = p_settings.intensity * Math::PI;
- ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
- ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
- ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
- ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
- ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
- ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
- ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
- ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
- ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
- // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
- // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
- // remember each instance of the uniform set.
- RID projection_uniform_set;
- {
- RD::Uniform u_last_frame;
- u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u_last_frame.binding = 0;
- u_last_frame.append_id(default_mipmap_sampler);
- u_last_frame.append_id(last_frame);
- RD::Uniform u_projection;
- u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u_projection.binding = 1;
- u_projection.append_id(ssil.projection_uniform_buffer);
- projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
- }
- RID gather_uniform_set;
- {
- 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);
- RD::Uniform u_depth_texture_view;
- u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u_depth_texture_view.binding = 0;
- u_depth_texture_view.append_id(ss_effects.mirror_sampler);
- u_depth_texture_view.append_id(depth_texture_view);
- RD::Uniform u_normal_buffer;
- u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u_normal_buffer.binding = 1;
- u_normal_buffer.append_id(p_normal_buffer);
- RD::Uniform u_gather_constants_buffer;
- u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u_gather_constants_buffer.binding = 2;
- u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
- gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
- }
- RID importance_map_uniform_set;
- {
- RD::Uniform u_pong;
- u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u_pong.binding = 0;
- u_pong.append_id(deinterleaved_pong);
- RD::Uniform u_importance_map;
- u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u_importance_map.binding = 1;
- u_importance_map.append_id(default_sampler);
- u_importance_map.append_id(importance_map);
- RD::Uniform u_load_counter;
- u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u_load_counter.binding = 2;
- u_load_counter.append_id(ssil.importance_map_load_counter);
- RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
- importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
- }
- if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
- RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
- ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
- ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
- ssil.importance_map_push_constant.intensity = p_settings.intensity * Math::PI;
- //base pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
- gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
- //generate importance map
- RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
- RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
- 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);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // process Importance Map A
- RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
- 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);
- 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);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // process Importance Map B
- RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
- 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);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Importance Map
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
- }
- gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
- RD::get_singleton()->draw_command_end_label(); //Gather
- }
- {
- RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
- ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
- ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
- ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
- int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
- shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
- for (int pass = 0; pass < blur_passes; pass++) {
- int blur_pipeline = SSIL_BLUR_PASS;
- if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
- blur_pipeline = SSIL_BLUR_PASS_SMART;
- if (pass < blur_passes - 2) {
- blur_pipeline = SSIL_BLUR_PASS_WIDE;
- }
- }
- RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
- for (int i = 0; i < 4; i++) {
- if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
- if (pass % 2 == 0) {
- if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
- } else {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
- }
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
- } else {
- if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
- } else {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
- }
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
- }
- RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
- // Use the size of the actual buffer we're processing here or we won't cover the entire image.
- int x_groups = p_ssil_buffers.buffer_width;
- int y_groups = p_ssil_buffers.buffer_height;
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label(); // Blur
- }
- {
- RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
- ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
- int interleave_pipeline = SSIL_INTERLEAVE_HALF;
- if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
- interleave_pipeline = SSIL_INTERLEAVE;
- } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
- interleave_pipeline = SSIL_INTERLEAVE_SMART;
- }
- shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
- RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
- RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
- if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
- RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
- } else {
- RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
- }
- RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Interleave
- }
- RD::get_singleton()->draw_command_end_label(); // SSIL
- RD::get_singleton()->compute_list_end();
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- }
- /* SSAO */
- 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) {
- ssao_quality = p_quality;
- ssao_half_size = p_half_size;
- ssao_adaptive_target = p_adaptive_target;
- ssao_blur_passes = p_blur_passes;
- ssao_fadeout_from = p_fadeout_from;
- ssao_fadeout_to = p_fadeout_to;
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
- if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
- }
- RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
- for (int i = 0; i < 4; i++) {
- if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
- RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, p_ao_slices[i]);
- ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
- ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
- ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
- ssao.gather_push_constant.pass = i;
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
- Size2i size;
- // Make sure we use the same size as with which our buffer was created
- if (ssao_half_size) {
- size.x = (p_settings.full_screen_size.x + 3) / 4;
- size.y = (p_settings.full_screen_size.y + 3) / 4;
- } else {
- size.x = (p_settings.full_screen_size.x + 1) / 2;
- size.y = (p_settings.full_screen_size.y + 1) / 2;
- }
- RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
- }
- void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
- if (p_ssao_buffers.half_size != ssao_half_size) {
- p_render_buffers->clear_context(RB_SCOPE_SSAO);
- }
- p_ssao_buffers.half_size = ssao_half_size;
- if (ssao_half_size) {
- p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
- p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
- p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
- p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
- } else {
- p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
- p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
- p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
- p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
- }
- uint32_t view_count = p_render_buffers->get_view_count();
- Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
- Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
- // As we're not clearing these, and render buffers will return the cached texture if it already exists,
- // we don't first check has_texture here
- 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);
- 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);
- 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);
- 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);
- 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);
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- // Obtain our (cached) buffer slices for the view we are rendering.
- RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
- RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
- RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
- RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
- RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
- RID ao_deinterleaved_slices[4];
- RID ao_pong_slices[4];
- for (uint32_t i = 0; i < 4; i++) {
- ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
- ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
- }
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
- /* FIRST PASS */
- RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
- /* SECOND PASS */
- // Sample SSAO
- {
- RD::get_singleton()->draw_command_begin_label("Gather Samples");
- ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
- ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
- ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
- ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
- if (ssao_half_size) {
- ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
- ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
- }
- ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
- ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
- float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
- float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
- ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
- ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
- ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
- ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
- ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
- ssao.gather_push_constant.radius = p_settings.radius;
- float radius_near_limit = (p_settings.radius * 1.2f);
- if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
- radius_near_limit *= 1.50f;
- if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- ssao.gather_push_constant.radius *= 0.8f;
- }
- }
- radius_near_limit /= tan_half_fov_y;
- ssao.gather_push_constant.intensity = p_settings.intensity;
- ssao.gather_push_constant.shadow_power = p_settings.power;
- ssao.gather_push_constant.shadow_clamp = 0.98;
- ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
- ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
- ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
- ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
- ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
- ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
- ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
- ssao.gather_push_constant.detail_intensity = p_settings.detail;
- ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
- ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
- // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
- // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
- // remember each instance of the uniform set.
- RID gather_uniform_set;
- {
- 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);
- RD::Uniform u_depth_texture_view;
- u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u_depth_texture_view.binding = 0;
- u_depth_texture_view.append_id(ss_effects.mirror_sampler);
- u_depth_texture_view.append_id(depth_texture_view);
- RD::Uniform u_normal_buffer;
- u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u_normal_buffer.binding = 1;
- u_normal_buffer.append_id(p_normal_buffer);
- RD::Uniform u_gather_constants_buffer;
- u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u_gather_constants_buffer.binding = 2;
- u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
- gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
- }
- RID importance_map_uniform_set;
- {
- RD::Uniform u_pong;
- u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u_pong.binding = 0;
- u_pong.append_id(ao_pong);
- RD::Uniform u_importance_map;
- u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u_importance_map.binding = 1;
- u_importance_map.append_id(default_sampler);
- u_importance_map.append_id(importance_map);
- RD::Uniform u_load_counter;
- u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u_load_counter.binding = 2;
- u_load_counter.append_id(ssao.importance_map_load_counter);
- RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
- importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
- }
- if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
- RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
- ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
- ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
- ssao.importance_map_push_constant.intensity = p_settings.intensity;
- ssao.importance_map_push_constant.power = p_settings.power;
- //base pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
- //generate importance map
- RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
- RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
- 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);
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process importance map A
- RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
- 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);
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
- 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);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- //process Importance Map B
- RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
- 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);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
- RD::get_singleton()->draw_command_end_label(); // Importance Map
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
- }
- gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
- RD::get_singleton()->draw_command_end_label(); // Gather SSAO
- }
- // /* THIRD PASS */
- // // Blur
- //
- {
- RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
- ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
- ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
- ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
- int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
- shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
- for (int pass = 0; pass < blur_passes; pass++) {
- int blur_pipeline = SSAO_BLUR_PASS;
- if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- if (pass < blur_passes - 2) {
- blur_pipeline = SSAO_BLUR_PASS_WIDE;
- } else {
- blur_pipeline = SSAO_BLUR_PASS_SMART;
- }
- }
- for (int i = 0; i < 4; i++) {
- if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
- continue;
- }
- RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
- if (pass % 2 == 0) {
- if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
- } else {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
- }
- RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
- } else {
- if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
- 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);
- } else {
- 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] }));
- 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);
- }
- RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
- }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label(); // Blur
- }
- /* FOURTH PASS */
- // Interleave buffers
- // back to full size
- {
- RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
- ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
- ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
- ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
- shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
- int interleave_pipeline = SSAO_INTERLEAVE_HALF;
- if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
- interleave_pipeline = SSAO_INTERLEAVE;
- } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
- interleave_pipeline = SSAO_INTERLEAVE_SMART;
- }
- RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
- RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
- if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
- } else {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label(); // Interleave
- }
- RD::get_singleton()->draw_command_end_label(); //SSAO
- RD::get_singleton()->compute_list_end();
- int zero[1] = { 0 };
- RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
- }
- /* Screen Space Reflection */
- void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
- ssr_roughness_quality = p_quality;
- }
- void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
- if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
- // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
- p_render_buffers->clear_context(RB_SCOPE_SSR);
- }
- Size2i internal_size = p_render_buffers->get_internal_size();
- p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
- p_ssr_buffers.roughness_quality = ssr_roughness_quality;
- // We are using barriers so we do not need to allocate textures for both views on anything but output...
- 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);
- 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);
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
- 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
- }
- 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);
- 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);
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- uint32_t view_count = p_render_buffers->get_view_count();
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- {
- // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
- ScreenSpaceReflectionSceneData scene_data;
- if (ssr.ubo.is_null()) {
- ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
- }
- for (uint32_t v = 0; v < view_count; v++) {
- store_camera(p_projections[v], scene_data.projection[v]);
- store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
- scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
- scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
- scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
- scene_data.eye_offset[v][3] = 0.0;
- }
- RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data);
- }
- uint32_t pipeline_specialization = 0;
- if (view_count > 1) {
- pipeline_specialization |= SSR_MULTIVIEW;
- }
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (uint32_t v = 0; v < view_count; v++) {
- // get buffers we need to use for this view
- RID diffuse_slice = p_render_buffers->get_internal_texture(v);
- RID depth_slice = p_render_buffers->get_depth_texture(v);
- RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
- RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
- RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
- RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
- RID blur_radius[2];
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
- blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
- }
- {
- char label[16];
- int len = snprintf(label, sizeof(label), "SSR View %d", v);
- RD::get_singleton()->draw_command_begin_label(Span<char>(label, len));
- }
- { //scale color and depth to half
- RD::get_singleton()->draw_command_begin_label("SSR Scale");
- ScreenSpaceReflectionScalePushConstant push_constant;
- push_constant.view_index = v;
- push_constant.camera_z_far = p_projections[v].get_z_far();
- push_constant.camera_z_near = p_projections[v].get_z_near();
- push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.filter = false; // Enabling causes artifacts.
- push_constant.screen_size[0] = p_ssr_buffers.size.x;
- push_constant.screen_size[1] = p_ssr_buffers.size.y;
- RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
- RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
- RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
- RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
- }
- {
- RD::get_singleton()->draw_command_begin_label("SSR main");
- ScreenSpaceReflectionPushConstant push_constant;
- push_constant.view_index = v;
- push_constant.camera_z_far = p_projections[v].get_z_far();
- push_constant.camera_z_near = p_projections[v].get_z_near();
- push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.screen_size[0] = p_ssr_buffers.size.x;
- push_constant.screen_size[1] = p_ssr_buffers.size.y;
- push_constant.curve_fade_in = p_fade_in;
- push_constant.distance_fade = p_fade_out;
- push_constant.num_steps = p_max_steps;
- push_constant.depth_tolerance = p_tolerance;
- push_constant.use_half_res = true;
- push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
- push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
- ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
- RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
- RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
- // read from intermediate
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- // write to output and blur radius
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
- } else {
- // We are only writing output
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
- }
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
- RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- RD::get_singleton()->draw_command_end_label();
- }
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- RD::get_singleton()->draw_command_begin_label("SSR filter");
- //blur
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- ScreenSpaceReflectionFilterPushConstant push_constant;
- push_constant.view_index = v;
- push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
- push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
- push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
- push_constant.vertical = 0;
- if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
- push_constant.steps = p_max_steps / 3;
- push_constant.increment = 3;
- } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
- push_constant.steps = p_max_steps / 2;
- push_constant.increment = 2;
- } else {
- push_constant.steps = p_max_steps;
- push_constant.increment = 1;
- }
- push_constant.screen_size[0] = p_ssr_buffers.size.width;
- push_constant.screen_size[1] = p_ssr_buffers.size.height;
- // Horizontal pass
- SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
- RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
- RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
- RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // Vertical pass
- mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
- shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
- push_constant.vertical = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- if (v != view_count - 1) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label();
- }
- RD::get_singleton()->draw_command_end_label();
- }
- RD::get_singleton()->compute_list_end();
- }
- /* Subsurface scattering */
- void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
- sss_quality = p_quality;
- }
- RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
- return sss_quality;
- }
- void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
- sss_scale = p_scale;
- sss_depth_scale = p_depth_scale;
- }
- 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) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- // Our intermediate buffer is only created if we haven't created it already.
- RD::DataFormat format = p_render_buffers->get_base_data_format();
- uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- uint32_t layers = 1; // We only need one layer, we're handling one view at a time
- uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
- RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
- Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
- p.normal /= p.d;
- float unit_size = p.normal.x;
- { //scale color and depth to half
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- sss.push_constant.camera_z_far = p_camera.get_z_far();
- sss.push_constant.camera_z_near = p_camera.get_z_near();
- sss.push_constant.orthogonal = p_camera.is_orthogonal();
- sss.push_constant.unit_size = unit_size;
- sss.push_constant.screen_size[0] = p_screen_size.x;
- sss.push_constant.screen_size[1] = p_screen_size.y;
- sss.push_constant.vertical = false;
- sss.push_constant.scale = sss_scale;
- sss.push_constant.depth_scale = sss_depth_scale;
- RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
- RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
- RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
- RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
- RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
- // horizontal
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // vertical
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
- sss.push_constant.vertical = true;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
- RD::get_singleton()->compute_list_end();
- }
- }
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