renderer_compositor_rd.cpp 7.7 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. void RendererCompositorRD::prepare_for_blitting_render_targets() {
  33. RD::get_singleton()->prepare_screen_for_drawing();
  34. }
  35. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  36. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  37. for (int i = 0; i < p_amount; i++) {
  38. RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
  39. ERR_CONTINUE(texture.is_null());
  40. RID rd_texture = storage->texture_get_rd_texture(texture);
  41. ERR_CONTINUE(rd_texture.is_null());
  42. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  43. Vector<RD::Uniform> uniforms;
  44. RD::Uniform u;
  45. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  46. u.binding = 0;
  47. u.ids.push_back(copy_viewports_sampler);
  48. u.ids.push_back(rd_texture);
  49. uniforms.push_back(u);
  50. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
  51. render_target_descriptors[rd_texture] = uniform_set;
  52. }
  53. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  54. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
  55. RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
  56. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  57. float push_constant[4] = {
  58. p_render_targets[i].rect.position.x / screen_size.width,
  59. p_render_targets[i].rect.position.y / screen_size.height,
  60. p_render_targets[i].rect.size.width / screen_size.width,
  61. p_render_targets[i].rect.size.height / screen_size.height,
  62. };
  63. RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
  64. RD::get_singleton()->draw_list_draw(draw_list, true);
  65. }
  66. RD::get_singleton()->draw_list_end();
  67. }
  68. void RendererCompositorRD::begin_frame(double frame_step) {
  69. frame++;
  70. delta = frame_step;
  71. time += frame_step;
  72. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  73. time = Math::fmod(time, time_roll_over);
  74. canvas->set_time(time);
  75. scene->set_time(time, frame_step);
  76. }
  77. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  78. #ifndef _MSC_VER
  79. #warning TODO: likely pass a bool to swap buffers to avoid display?
  80. #endif
  81. RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
  82. }
  83. void RendererCompositorRD::initialize() {
  84. { //create framebuffer copy shader
  85. RenderingDevice::ShaderStageData vert;
  86. vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
  87. vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
  88. "#version 450\n"
  89. "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
  90. "layout(location =0) out vec2 uv;\n"
  91. "void main() { \n"
  92. " vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
  93. " uv = base_arr[gl_VertexIndex];\n"
  94. " vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
  95. " gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
  96. "}\n");
  97. RenderingDevice::ShaderStageData frag;
  98. frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
  99. frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
  100. "#version 450\n"
  101. "layout (location = 0) in vec2 uv;\n"
  102. "layout (location = 0) out vec4 color;\n"
  103. "layout (binding = 0) uniform sampler2D src_rt;\n"
  104. "void main() { color=texture(src_rt,uv); }\n");
  105. Vector<RenderingDevice::ShaderStageData> source;
  106. source.push_back(vert);
  107. source.push_back(frag);
  108. String error;
  109. copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
  110. if (!copy_viewports_rd_shader.is_valid()) {
  111. print_line("Failed compilation: " + error);
  112. }
  113. }
  114. { //create index array for copy shader
  115. Vector<uint8_t> pv;
  116. pv.resize(6 * 4);
  117. {
  118. uint8_t *w = pv.ptrw();
  119. int *p32 = (int *)w;
  120. p32[0] = 0;
  121. p32[1] = 1;
  122. p32[2] = 2;
  123. p32[3] = 0;
  124. p32[4] = 2;
  125. p32[5] = 3;
  126. }
  127. copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  128. copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
  129. }
  130. { //pipeline
  131. copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  132. }
  133. { // sampler
  134. copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  135. }
  136. }
  137. uint64_t RendererCompositorRD::frame = 1;
  138. void RendererCompositorRD::finalize() {
  139. memdelete(scene);
  140. memdelete(canvas);
  141. memdelete(storage);
  142. //only need to erase these, the rest are erased by cascade
  143. RD::get_singleton()->free(copy_viewports_rd_index_buffer);
  144. RD::get_singleton()->free(copy_viewports_rd_shader);
  145. RD::get_singleton()->free(copy_viewports_sampler);
  146. }
  147. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  148. RendererCompositorRD::RendererCompositorRD() {
  149. singleton = this;
  150. time = 0;
  151. storage = memnew(RendererStorageRD);
  152. canvas = memnew(RendererCanvasRenderRD(storage));
  153. scene = memnew(RendererSceneRenderForward(storage));
  154. }