2
0

resolve.cpp 9.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172
  1. /**************************************************************************/
  2. /* resolve.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 "resolve.h"
  31. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  32. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  33. using namespace RendererRD;
  34. Resolve::Resolve(bool p_prefer_raster_effects) {
  35. prefer_raster_effects = p_prefer_raster_effects;
  36. if (prefer_raster_effects) {
  37. Vector<String> resolve_modes;
  38. resolve_modes.push_back("");
  39. resolve_raster.shader.initialize(resolve_modes);
  40. resolve_raster.shader_version = resolve_raster.shader.version_create();
  41. resolve_raster.pipeline.setup(resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
  42. } else {
  43. Vector<String> resolve_modes;
  44. resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
  45. resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
  46. resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
  47. resolve.shader.initialize(resolve_modes);
  48. resolve.shader_version = resolve.shader.version_create();
  49. for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
  50. resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
  51. }
  52. }
  53. }
  54. Resolve::~Resolve() {
  55. if (prefer_raster_effects) {
  56. resolve_raster.shader.version_free(resolve_raster.shader_version);
  57. } else {
  58. resolve.shader.version_free(resolve.shader_version);
  59. }
  60. }
  61. void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {
  62. ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
  63. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  64. ERR_FAIL_NULL(uniform_set_cache);
  65. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  66. ERR_FAIL_NULL(material_storage);
  67. ResolvePushConstant push_constant;
  68. push_constant.screen_size[0] = p_screen_size.x;
  69. push_constant.screen_size[1] = p_screen_size.y;
  70. push_constant.samples = p_samples;
  71. // setup our uniforms
  72. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  73. RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
  74. RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
  75. RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
  76. RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
  77. ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
  78. RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
  79. ERR_FAIL_COND(shader.is_null());
  80. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  81. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
  82. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
  83. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
  84. if (p_source_voxel_gi.is_valid()) {
  85. RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
  86. RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
  87. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
  88. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
  89. }
  90. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
  91. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
  92. RD::get_singleton()->compute_list_end();
  93. }
  94. void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
  95. ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
  96. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  97. ERR_FAIL_NULL(uniform_set_cache);
  98. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  99. ERR_FAIL_NULL(material_storage);
  100. ResolvePushConstant push_constant;
  101. push_constant.screen_size[0] = p_screen_size.x;
  102. push_constant.screen_size[1] = p_screen_size.y;
  103. push_constant.samples = p_samples;
  104. // setup our uniforms
  105. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  106. RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
  107. RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
  108. ResolveMode mode = RESOLVE_MODE_DEPTH;
  109. RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
  110. ERR_FAIL_COND(shader.is_null());
  111. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  112. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
  113. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
  114. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
  115. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
  116. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
  117. RD::get_singleton()->compute_list_end();
  118. }
  119. void Resolve::resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples) {
  120. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  121. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  122. memset(&resolve_raster.push_constant, 0, sizeof(ResolvePushConstant));
  123. resolve_raster.push_constant.samples = p_samples;
  124. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  125. RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
  126. RID shader = resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0);
  127. ERR_FAIL_COND(shader.is_null());
  128. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
  129. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, resolve_raster.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
  130. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
  131. RD::get_singleton()->draw_list_set_push_constant(draw_list, &resolve_raster.push_constant, sizeof(ResolvePushConstant));
  132. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  133. RD::get_singleton()->draw_list_end();
  134. }