renderer_compositor_rd.cpp 12 KB

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  1. /*************************************************************************/
  2. /* renderer_compositor_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. void RendererCompositorRD::prepare_for_blitting_render_targets() {
  34. RD::get_singleton()->prepare_screen_for_drawing();
  35. }
  36. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  37. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  38. for (int i = 0; i < p_amount; i++) {
  39. RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
  40. ERR_CONTINUE(texture.is_null());
  41. RID rd_texture = storage->texture_get_rd_texture(texture);
  42. ERR_CONTINUE(rd_texture.is_null());
  43. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  44. Vector<RD::Uniform> uniforms;
  45. RD::Uniform u;
  46. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  47. u.binding = 0;
  48. u.ids.push_back(blit.sampler);
  49. u.ids.push_back(rd_texture);
  50. uniforms.push_back(u);
  51. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  52. render_target_descriptors[rd_texture] = uniform_set;
  53. }
  54. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  55. BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
  56. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  57. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  58. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  59. blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
  60. blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
  61. blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
  62. blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
  63. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  64. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  65. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  66. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  67. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  68. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  69. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  70. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  71. RD::get_singleton()->draw_list_draw(draw_list, true);
  72. }
  73. RD::get_singleton()->draw_list_end();
  74. }
  75. void RendererCompositorRD::begin_frame(double frame_step) {
  76. frame++;
  77. delta = frame_step;
  78. time += frame_step;
  79. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  80. time = Math::fmod(time, time_roll_over);
  81. canvas->set_time(time);
  82. scene->set_time(time, frame_step);
  83. }
  84. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  85. #ifndef _MSC_VER
  86. #warning TODO: likely pass a bool to swap buffers to avoid display?
  87. #endif
  88. RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
  89. }
  90. void RendererCompositorRD::initialize() {
  91. {
  92. // Initialize blit
  93. Vector<String> blit_modes;
  94. blit_modes.push_back("\n");
  95. blit_modes.push_back("\n#define USE_LAYER\n");
  96. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  97. blit_modes.push_back("\n");
  98. blit.shader.initialize(blit_modes);
  99. blit.shader_version = blit.shader.version_create();
  100. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  101. blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  102. }
  103. //create index array for copy shader
  104. Vector<uint8_t> pv;
  105. pv.resize(6 * 4);
  106. {
  107. uint8_t *w = pv.ptrw();
  108. int *p32 = (int *)w;
  109. p32[0] = 0;
  110. p32[1] = 1;
  111. p32[2] = 2;
  112. p32[3] = 0;
  113. p32[4] = 2;
  114. p32[5] = 3;
  115. }
  116. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  117. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  118. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  119. }
  120. }
  121. uint64_t RendererCompositorRD::frame = 1;
  122. void RendererCompositorRD::finalize() {
  123. memdelete(scene);
  124. memdelete(canvas);
  125. memdelete(storage);
  126. //only need to erase these, the rest are erased by cascade
  127. blit.shader.version_free(blit.shader_version);
  128. RD::get_singleton()->free(blit.index_buffer);
  129. RD::get_singleton()->free(blit.sampler);
  130. }
  131. void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  132. RD::get_singleton()->prepare_screen_for_drawing();
  133. RID texture = storage->texture_allocate();
  134. storage->texture_2d_initialize(texture, p_image);
  135. RID rd_texture = storage->texture_get_rd_texture(texture);
  136. RID uset;
  137. {
  138. Vector<RD::Uniform> uniforms;
  139. RD::Uniform u;
  140. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  141. u.binding = 0;
  142. u.ids.push_back(blit.sampler);
  143. u.ids.push_back(rd_texture);
  144. uniforms.push_back(u);
  145. uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  146. }
  147. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  148. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  149. Rect2 screenrect;
  150. if (p_scale) {
  151. if (window_size.width > window_size.height) {
  152. //scale horizontally
  153. screenrect.size.y = window_size.height;
  154. screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
  155. screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
  156. } else {
  157. //scale vertically
  158. screenrect.size.x = window_size.width;
  159. screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
  160. screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
  161. }
  162. } else {
  163. screenrect = imgrect;
  164. screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor();
  165. }
  166. screenrect.position /= window_size;
  167. screenrect.size /= window_size;
  168. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
  169. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
  170. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  171. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
  172. blit.push_constant.rect[0] = screenrect.position.x;
  173. blit.push_constant.rect[1] = screenrect.position.y;
  174. blit.push_constant.rect[2] = screenrect.size.width;
  175. blit.push_constant.rect[3] = screenrect.size.height;
  176. blit.push_constant.layer = 0;
  177. blit.push_constant.eye_center[0] = 0;
  178. blit.push_constant.eye_center[1] = 0;
  179. blit.push_constant.k1 = 0;
  180. blit.push_constant.k2 = 0;
  181. blit.push_constant.upscale = 1.0;
  182. blit.push_constant.aspect_ratio = 1.0;
  183. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  184. RD::get_singleton()->draw_list_draw(draw_list, true);
  185. RD::get_singleton()->draw_list_end();
  186. RD::get_singleton()->swap_buffers();
  187. storage->free(texture);
  188. }
  189. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  190. RendererCompositorRD::RendererCompositorRD() {
  191. {
  192. String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
  193. if (shader_cache_dir == String()) {
  194. shader_cache_dir = "user://";
  195. }
  196. DirAccessRef da = DirAccess::open(shader_cache_dir);
  197. if (!da) {
  198. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  199. } else {
  200. Error err = da->change_dir("shader_cache");
  201. if (err != OK) {
  202. err = da->make_dir("shader_cache");
  203. }
  204. if (err != OK) {
  205. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  206. } else {
  207. shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
  208. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  209. if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
  210. shader_cache_dir = String(); //disable only if not editor
  211. }
  212. if (shader_cache_dir != String()) {
  213. bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
  214. bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
  215. bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
  216. ShaderRD::set_shader_cache_dir(shader_cache_dir);
  217. ShaderRD::set_shader_cache_save_compressed(compress);
  218. ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
  219. ShaderRD::set_shader_cache_save_debug(!strip_debug);
  220. }
  221. }
  222. }
  223. }
  224. singleton = this;
  225. time = 0;
  226. storage = memnew(RendererStorageRD);
  227. canvas = memnew(RendererCanvasRenderRD(storage));
  228. uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
  229. uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  230. if (back_end == 1 || textures_per_stage < 48) {
  231. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
  232. } else { // back_end == 0
  233. // default to our high end renderer
  234. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
  235. }
  236. scene->init();
  237. // now we're ready to create our effects,
  238. storage->init_effects(!scene->_render_buffers_can_be_storage());
  239. }
  240. RendererCompositorRD::~RendererCompositorRD() {
  241. ShaderRD::set_shader_cache_dir(String());
  242. }