renderer_compositor_rd.cpp 16 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. #include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
  34. #include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
  35. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  36. Error err = RD::get_singleton()->screen_prepare_for_drawing(p_screen);
  37. if (err != OK) {
  38. // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  39. return;
  40. }
  41. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  42. ERR_FAIL_COND(draw_list == RD::INVALID_ID);
  43. for (int i = 0; i < p_amount; i++) {
  44. RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target);
  45. ERR_CONTINUE(rd_texture.is_null());
  46. HashMap<RID, RID>::Iterator it = render_target_descriptors.find(rd_texture);
  47. if (it == render_target_descriptors.end() || !RD::get_singleton()->uniform_set_is_valid(it->value)) {
  48. Vector<RD::Uniform> uniforms;
  49. RD::Uniform u;
  50. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  51. u.binding = 0;
  52. u.append_id(blit.sampler);
  53. u.append_id(rd_texture);
  54. uniforms.push_back(u);
  55. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  56. it = render_target_descriptors.insert(rd_texture, uniform_set);
  57. }
  58. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  59. 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);
  60. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  61. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  62. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, it->value, 0);
  63. // We need to invert the phone rotation.
  64. const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);
  65. float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
  66. blit.push_constant.rotation_cos = Math::cos(screen_rotation);
  67. blit.push_constant.rotation_sin = Math::sin(screen_rotation);
  68. // Swap width and height when the orientation is not the native one.
  69. if (screen_rotation_degrees % 180 != 0) {
  70. SWAP(screen_size.width, screen_size.height);
  71. }
  72. blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
  73. blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
  74. blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
  75. blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
  76. blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
  77. blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
  78. blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
  79. blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
  80. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  81. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  82. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  83. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  84. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  85. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  86. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  87. blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);
  88. blit.push_constant.use_debanding = texture_storage->render_target_is_using_debanding(p_render_targets[i].render_target);
  89. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  90. RD::get_singleton()->draw_list_draw(draw_list, true);
  91. }
  92. RD::get_singleton()->draw_list_end();
  93. }
  94. void RendererCompositorRD::begin_frame(double frame_step) {
  95. frame++;
  96. delta = frame_step;
  97. time += frame_step;
  98. double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");
  99. time = Math::fmod(time, time_roll_over);
  100. canvas->set_time(time);
  101. scene->set_time(time, frame_step);
  102. }
  103. void RendererCompositorRD::end_frame(bool p_present) {
  104. RD::get_singleton()->swap_buffers(p_present);
  105. }
  106. void RendererCompositorRD::initialize() {
  107. {
  108. // Initialize blit
  109. Vector<String> blit_modes;
  110. blit_modes.push_back("\n");
  111. blit_modes.push_back("\n#define USE_LAYER\n");
  112. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  113. blit_modes.push_back("\n");
  114. blit.shader.initialize(blit_modes);
  115. blit.shader_version = blit.shader.version_create();
  116. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  117. 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(DisplayServer::MAIN_WINDOW_ID), 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);
  118. // Unload shader modules to save memory.
  119. RD::get_singleton()->shader_destroy_modules(blit.shader.version_get_shader(blit.shader_version, i));
  120. }
  121. //create index array for copy shader
  122. Vector<uint8_t> pv;
  123. pv.resize(6 * 2);
  124. {
  125. uint8_t *w = pv.ptrw();
  126. uint16_t *p16 = (uint16_t *)w;
  127. p16[0] = 0;
  128. p16[1] = 1;
  129. p16[2] = 2;
  130. p16[3] = 0;
  131. p16[4] = 2;
  132. p16[5] = 3;
  133. }
  134. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  135. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  136. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  137. }
  138. #if defined(MACOS_ENABLED) && defined(__x86_64__)
  139. if (scene) {
  140. scene->get_sky()->check_cubemap_array();
  141. }
  142. #endif
  143. }
  144. uint64_t RendererCompositorRD::frame = 1;
  145. void RendererCompositorRD::finalize() {
  146. memdelete(scene);
  147. memdelete(canvas);
  148. memdelete(fog);
  149. memdelete(particles_storage);
  150. memdelete(light_storage);
  151. memdelete(mesh_storage);
  152. memdelete(material_storage);
  153. memdelete(texture_storage);
  154. memdelete(utilities);
  155. //only need to erase these, the rest are erased by cascade
  156. blit.shader.version_free(blit.shader_version);
  157. RD::get_singleton()->free(blit.index_buffer);
  158. RD::get_singleton()->free(blit.sampler);
  159. }
  160. void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  161. if (p_image.is_null() || p_image->is_empty()) {
  162. return;
  163. }
  164. Error err = RD::get_singleton()->screen_prepare_for_drawing(DisplayServer::MAIN_WINDOW_ID);
  165. if (err != OK) {
  166. // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  167. return;
  168. }
  169. RID texture = texture_storage->texture_allocate();
  170. texture_storage->texture_2d_initialize(texture, p_image);
  171. RID rd_texture = texture_storage->texture_get_rd_texture(texture, false);
  172. RD::SamplerState sampler_state;
  173. sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
  174. sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
  175. sampler_state.max_lod = 0;
  176. RID sampler = RD::get_singleton()->sampler_create(sampler_state);
  177. RID uset;
  178. {
  179. Vector<RD::Uniform> uniforms;
  180. RD::Uniform u;
  181. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  182. u.binding = 0;
  183. u.append_id(sampler);
  184. u.append_id(rd_texture);
  185. uniforms.push_back(u);
  186. uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  187. }
  188. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  189. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  190. Rect2 screenrect;
  191. if (p_scale) {
  192. screenrect = OS::get_singleton()->calculate_boot_screen_rect(window_size, imgrect.size);
  193. } else {
  194. screenrect = imgrect;
  195. screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
  196. }
  197. screenrect.position /= window_size;
  198. screenrect.size /= window_size;
  199. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
  200. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
  201. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  202. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
  203. const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);
  204. float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
  205. blit.push_constant.rotation_cos = Math::cos(screen_rotation);
  206. blit.push_constant.rotation_sin = Math::sin(screen_rotation);
  207. blit.push_constant.src_rect[0] = 0.0;
  208. blit.push_constant.src_rect[1] = 0.0;
  209. blit.push_constant.src_rect[2] = 1.0;
  210. blit.push_constant.src_rect[3] = 1.0;
  211. blit.push_constant.dst_rect[0] = screenrect.position.x;
  212. blit.push_constant.dst_rect[1] = screenrect.position.y;
  213. blit.push_constant.dst_rect[2] = screenrect.size.width;
  214. blit.push_constant.dst_rect[3] = screenrect.size.height;
  215. blit.push_constant.layer = 0;
  216. blit.push_constant.eye_center[0] = 0;
  217. blit.push_constant.eye_center[1] = 0;
  218. blit.push_constant.k1 = 0;
  219. blit.push_constant.k2 = 0;
  220. blit.push_constant.upscale = 1.0;
  221. blit.push_constant.aspect_ratio = 1.0;
  222. blit.push_constant.convert_to_srgb = false;
  223. blit.push_constant.use_debanding = false;
  224. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  225. RD::get_singleton()->draw_list_draw(draw_list, true);
  226. RD::get_singleton()->draw_list_end();
  227. RD::get_singleton()->swap_buffers(true);
  228. texture_storage->texture_free(texture);
  229. RD::get_singleton()->free(sampler);
  230. }
  231. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  232. RendererCompositorRD::RendererCompositorRD() {
  233. uniform_set_cache = memnew(UniformSetCacheRD);
  234. framebuffer_cache = memnew(FramebufferCacheRD);
  235. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  236. bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
  237. bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
  238. bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
  239. ShaderRD::set_shader_cache_save_compressed(compress);
  240. ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
  241. ShaderRD::set_shader_cache_save_debug(!strip_debug);
  242. // Shader cache is forcefully enabled when running the editor.
  243. if (shader_cache_enabled || Engine::get_singleton()->is_editor_hint()) {
  244. // Attempt to create a folder for the shader cache that the user can write to. Shaders will only be attempted to be saved if this path exists.
  245. String shader_cache_user_dir = Engine::get_singleton()->get_shader_cache_path();
  246. if (shader_cache_user_dir.is_empty()) {
  247. shader_cache_user_dir = "user://";
  248. }
  249. Ref<DirAccess> user_da = DirAccess::open(shader_cache_user_dir);
  250. if (user_da.is_null()) {
  251. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
  252. } else {
  253. Error err = user_da->change_dir("shader_cache");
  254. if (err != OK) {
  255. err = user_da->make_dir("shader_cache");
  256. }
  257. if (err != OK) {
  258. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
  259. } else {
  260. shader_cache_user_dir = shader_cache_user_dir.path_join("shader_cache");
  261. ShaderRD::set_shader_cache_user_dir(shader_cache_user_dir);
  262. }
  263. }
  264. // Check if a directory exists for the shader cache to pull shaders from as read-only. This is used on exported projects with baked shaders.
  265. String shader_cache_res_dir = "res://.godot/shader_cache";
  266. Ref<DirAccess> res_da = DirAccess::open(shader_cache_res_dir);
  267. if (res_da.is_valid()) {
  268. ShaderRD::set_shader_cache_res_dir(shader_cache_res_dir);
  269. }
  270. }
  271. ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCompositorRD singleton already exists.");
  272. singleton = this;
  273. utilities = memnew(RendererRD::Utilities);
  274. texture_storage = memnew(RendererRD::TextureStorage);
  275. material_storage = memnew(RendererRD::MaterialStorage);
  276. mesh_storage = memnew(RendererRD::MeshStorage);
  277. light_storage = memnew(RendererRD::LightStorage);
  278. particles_storage = memnew(RendererRD::ParticlesStorage);
  279. fog = memnew(RendererRD::Fog);
  280. canvas = memnew(RendererCanvasRenderRD());
  281. String rendering_method = OS::get_singleton()->get_current_rendering_method();
  282. uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  283. if (rendering_method == "mobile" || textures_per_stage < 48) {
  284. if (rendering_method == "forward_plus") {
  285. WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
  286. }
  287. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
  288. } else if (rendering_method == "forward_plus") {
  289. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
  290. } else {
  291. // Fall back to our high end renderer.
  292. ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));
  293. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
  294. }
  295. scene->init();
  296. }
  297. RendererCompositorRD::~RendererCompositorRD() {
  298. singleton = nullptr;
  299. memdelete(uniform_set_cache);
  300. memdelete(framebuffer_cache);
  301. ShaderRD::set_shader_cache_user_dir(String());
  302. ShaderRD::set_shader_cache_res_dir(String());
  303. }