ss_effects.cpp 88 KB

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  1. /**************************************************************************/
  2. /* ss_effects.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 "ss_effects.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  34. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  35. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  36. using namespace RendererRD;
  37. SSEffects *SSEffects::singleton = nullptr;
  38. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  39. for (int i = 0; i < 4; i++) {
  40. for (int j = 0; j < 4; j++) {
  41. p_array[i * 4 + j] = p_mtx.columns[i][j];
  42. }
  43. }
  44. }
  45. SSEffects::SSEffects() {
  46. singleton = this;
  47. // Initialize depth buffer for screen space effects
  48. {
  49. Vector<String> downsampler_modes;
  50. downsampler_modes.push_back("\n");
  51. downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
  52. downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
  53. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
  54. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
  55. downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
  56. downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
  57. ss_effects.downsample_shader.initialize(downsampler_modes);
  58. ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
  59. for (int i = 0; i < SS_EFFECTS_MAX; i++) {
  60. ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
  61. }
  62. ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
  63. SSEffectsGatherConstants gather_constants;
  64. const int sub_pass_count = 5;
  65. for (int pass = 0; pass < 4; pass++) {
  66. for (int subPass = 0; subPass < sub_pass_count; subPass++) {
  67. int a = pass;
  68. int spmap[5]{ 0, 1, 4, 3, 2 };
  69. int b = spmap[subPass];
  70. float ca, sa;
  71. float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
  72. ca = Math::cos(angle0);
  73. sa = Math::sin(angle0);
  74. float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
  75. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
  76. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
  77. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
  78. gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
  79. }
  80. }
  81. RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
  82. }
  83. // Initialize Screen Space Indirect Lighting (SSIL)
  84. 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"));
  85. {
  86. Vector<String> ssil_modes;
  87. ssil_modes.push_back("\n");
  88. ssil_modes.push_back("\n#define SSIL_BASE\n");
  89. ssil_modes.push_back("\n#define ADAPTIVE\n");
  90. ssil.gather_shader.initialize(ssil_modes);
  91. ssil.gather_shader_version = ssil.gather_shader.version_create();
  92. for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
  93. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
  94. }
  95. ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
  96. }
  97. {
  98. Vector<String> ssil_modes;
  99. ssil_modes.push_back("\n#define GENERATE_MAP\n");
  100. ssil_modes.push_back("\n#define PROCESS_MAPA\n");
  101. ssil_modes.push_back("\n#define PROCESS_MAPB\n");
  102. ssil.importance_map_shader.initialize(ssil_modes);
  103. ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
  104. for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
  105. 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));
  106. }
  107. ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  108. int zero[1] = { 0 };
  109. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  110. RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
  111. Vector<RD::Uniform> uniforms;
  112. {
  113. RD::Uniform u;
  114. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  115. u.binding = 0;
  116. u.append_id(ssil.importance_map_load_counter);
  117. uniforms.push_back(u);
  118. }
  119. 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);
  120. RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
  121. }
  122. {
  123. Vector<String> ssil_modes;
  124. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  125. ssil_modes.push_back("\n#define MODE_SMART\n");
  126. ssil_modes.push_back("\n#define MODE_WIDE\n");
  127. ssil.blur_shader.initialize(ssil_modes);
  128. ssil.blur_shader_version = ssil.blur_shader.version_create();
  129. for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
  130. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
  131. }
  132. }
  133. {
  134. Vector<String> ssil_modes;
  135. ssil_modes.push_back("\n#define MODE_NON_SMART\n");
  136. ssil_modes.push_back("\n#define MODE_SMART\n");
  137. ssil_modes.push_back("\n#define MODE_HALF\n");
  138. ssil.interleave_shader.initialize(ssil_modes);
  139. ssil.interleave_shader_version = ssil.interleave_shader.version_create();
  140. for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
  141. ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
  142. }
  143. }
  144. // Initialize Screen Space Ambient Occlusion (SSAO)
  145. 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"));
  146. {
  147. RD::SamplerState sampler;
  148. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  149. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  150. sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  151. sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  152. sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  153. sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  154. sampler.max_lod = 4;
  155. uint32_t pipeline = 0;
  156. {
  157. Vector<String> ssao_modes;
  158. ssao_modes.push_back("\n");
  159. ssao_modes.push_back("\n#define SSAO_BASE\n");
  160. ssao_modes.push_back("\n#define ADAPTIVE\n");
  161. ssao.gather_shader.initialize(ssao_modes);
  162. ssao.gather_shader_version = ssao.gather_shader.version_create();
  163. for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
  164. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
  165. pipeline++;
  166. }
  167. }
  168. {
  169. Vector<String> ssao_modes;
  170. ssao_modes.push_back("\n#define GENERATE_MAP\n");
  171. ssao_modes.push_back("\n#define PROCESS_MAPA\n");
  172. ssao_modes.push_back("\n#define PROCESS_MAPB\n");
  173. ssao.importance_map_shader.initialize(ssao_modes);
  174. ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
  175. for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
  176. 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));
  177. pipeline++;
  178. }
  179. ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
  180. int zero[1] = { 0 };
  181. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
  182. RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
  183. Vector<RD::Uniform> uniforms;
  184. {
  185. RD::Uniform u;
  186. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  187. u.binding = 0;
  188. u.append_id(ssao.importance_map_load_counter);
  189. uniforms.push_back(u);
  190. }
  191. 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);
  192. RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
  193. }
  194. {
  195. Vector<String> ssao_modes;
  196. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  197. ssao_modes.push_back("\n#define MODE_SMART\n");
  198. ssao_modes.push_back("\n#define MODE_WIDE\n");
  199. ssao.blur_shader.initialize(ssao_modes);
  200. ssao.blur_shader_version = ssao.blur_shader.version_create();
  201. for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
  202. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
  203. pipeline++;
  204. }
  205. }
  206. {
  207. Vector<String> ssao_modes;
  208. ssao_modes.push_back("\n#define MODE_NON_SMART\n");
  209. ssao_modes.push_back("\n#define MODE_SMART\n");
  210. ssao_modes.push_back("\n#define MODE_HALF\n");
  211. ssao.interleave_shader.initialize(ssao_modes);
  212. ssao.interleave_shader_version = ssao.interleave_shader.version_create();
  213. for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
  214. ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
  215. RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
  216. pipeline++;
  217. }
  218. }
  219. ERR_FAIL_COND(pipeline != SSAO_MAX);
  220. ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
  221. }
  222. // Screen Space Reflections
  223. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  224. {
  225. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  226. {
  227. RD::PipelineSpecializationConstant sc;
  228. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  229. sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
  230. sc.bool_value = false;
  231. specialization_constants.push_back(sc);
  232. }
  233. {
  234. Vector<String> ssr_scale_modes;
  235. ssr_scale_modes.push_back("\n");
  236. ssr_scale.shader.initialize(ssr_scale_modes);
  237. ssr_scale.shader_version = ssr_scale.shader.version_create();
  238. for (int v = 0; v < SSR_VARIATIONS; v++) {
  239. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  240. ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
  241. }
  242. }
  243. {
  244. Vector<String> ssr_modes;
  245. ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
  246. ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
  247. ssr.shader.initialize(ssr_modes);
  248. ssr.shader_version = ssr.shader.version_create();
  249. for (int v = 0; v < SSR_VARIATIONS; v++) {
  250. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  251. for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
  252. ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
  253. }
  254. }
  255. }
  256. {
  257. Vector<String> ssr_filter_modes;
  258. ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
  259. ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
  260. ssr_filter.shader.initialize(ssr_filter_modes);
  261. ssr_filter.shader_version = ssr_filter.shader.version_create();
  262. for (int v = 0; v < SSR_VARIATIONS; v++) {
  263. specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
  264. for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
  265. ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
  266. }
  267. }
  268. }
  269. }
  270. // Subsurface scattering
  271. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  272. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  273. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  274. {
  275. Vector<String> sss_modes;
  276. sss_modes.push_back("\n#define USE_11_SAMPLES\n");
  277. sss_modes.push_back("\n#define USE_17_SAMPLES\n");
  278. sss_modes.push_back("\n#define USE_25_SAMPLES\n");
  279. sss.shader.initialize(sss_modes);
  280. sss.shader_version = sss.shader.version_create();
  281. for (int i = 0; i < sss_modes.size(); i++) {
  282. sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
  283. }
  284. }
  285. }
  286. SSEffects::~SSEffects() {
  287. {
  288. // Cleanup SS Reflections
  289. ssr.shader.version_free(ssr.shader_version);
  290. ssr_filter.shader.version_free(ssr_filter.shader_version);
  291. ssr_scale.shader.version_free(ssr_scale.shader_version);
  292. if (ssr.ubo.is_valid()) {
  293. RD::get_singleton()->free(ssr.ubo);
  294. }
  295. }
  296. {
  297. // Cleanup SS downsampler
  298. ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
  299. RD::get_singleton()->free(ss_effects.mirror_sampler);
  300. RD::get_singleton()->free(ss_effects.gather_constants_buffer);
  301. }
  302. {
  303. // Cleanup SSIL
  304. ssil.blur_shader.version_free(ssil.blur_shader_version);
  305. ssil.gather_shader.version_free(ssil.gather_shader_version);
  306. ssil.interleave_shader.version_free(ssil.interleave_shader_version);
  307. ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
  308. RD::get_singleton()->free(ssil.importance_map_load_counter);
  309. RD::get_singleton()->free(ssil.projection_uniform_buffer);
  310. }
  311. {
  312. // Cleanup SSAO
  313. ssao.blur_shader.version_free(ssao.blur_shader_version);
  314. ssao.gather_shader.version_free(ssao.gather_shader_version);
  315. ssao.interleave_shader.version_free(ssao.interleave_shader_version);
  316. ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
  317. RD::get_singleton()->free(ssao.importance_map_load_counter);
  318. }
  319. {
  320. // Cleanup Subsurface scattering
  321. sss.shader.version_free(sss.shader_version);
  322. }
  323. singleton = nullptr;
  324. }
  325. /* SS Downsampler */
  326. void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
  327. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  328. ERR_FAIL_NULL(uniform_set_cache);
  329. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  330. ERR_FAIL_NULL(material_storage);
  331. uint32_t view_count = p_render_buffers->get_view_count();
  332. Size2i full_screen_size = p_render_buffers->get_internal_size();
  333. Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
  334. // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
  335. if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
  336. 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);
  337. }
  338. // Downsample and deinterleave the depth buffer for SSAO and SSIL
  339. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  340. int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
  341. bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
  342. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  343. downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
  344. } else if (use_mips) {
  345. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  346. }
  347. bool use_half_size = false;
  348. bool use_full_mips = false;
  349. if (ssao_half_size && ssil_half_size) {
  350. downsample_mode++;
  351. use_half_size = true;
  352. } else if (ssao_half_size != ssil_half_size) {
  353. if (use_mips) {
  354. downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
  355. use_full_mips = true;
  356. } else {
  357. // Only need the first two mipmaps, but the cost to generate the next two is trivial
  358. // TODO investigate the benefit of a shader version to generate only 2 mips
  359. downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
  360. use_mips = true;
  361. }
  362. }
  363. RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
  364. int depth_index = use_half_size ? 1 : 0;
  365. RD::get_singleton()->draw_command_begin_label("Downsample Depth");
  366. RID downsample_uniform_set;
  367. if (use_mips) {
  368. // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
  369. // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
  370. Vector<RD::Uniform> u_depths;
  371. // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
  372. // That means we're filling all 5 levels.
  373. // In this scenario `depth_index` will be 0.
  374. for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
  375. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
  376. RD::Uniform u_depth;
  377. u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  378. u_depth.binding = i;
  379. u_depth.append_id(depth_mipmap);
  380. u_depths.push_back(u_depth);
  381. }
  382. // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
  383. downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
  384. }
  385. float depth_linearize_mul = -p_projection.columns[3][2] * 0.5;
  386. float depth_linearize_add = p_projection.columns[2][2];
  387. if (depth_linearize_mul * depth_linearize_add < 0) {
  388. depth_linearize_add = -depth_linearize_add;
  389. }
  390. ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
  391. ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
  392. ss_effects.downsample_push_constant.z_far = depth_linearize_add;
  393. if (ss_effects.downsample_push_constant.orthogonal) {
  394. ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
  395. ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
  396. }
  397. ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
  398. ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
  399. ss_effects.downsample_push_constant.radius_sq = 1.0;
  400. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  401. RID depth_texture = p_render_buffers->get_depth_texture(p_view);
  402. RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
  403. RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
  404. RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
  405. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
  406. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
  407. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
  408. if (use_mips) {
  409. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
  410. }
  411. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
  412. if (use_half_size) {
  413. size.x = MAX(1, size.x >> 1);
  414. size.y = MAX(1, size.y >> 1);
  415. }
  416. RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
  417. RD::get_singleton()->compute_list_add_barrier(compute_list);
  418. RD::get_singleton()->draw_command_end_label();
  419. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  420. ss_effects.used_full_mips_last_frame = use_full_mips;
  421. ss_effects.used_half_size_last_frame = use_half_size;
  422. ss_effects.used_mips_last_frame = use_mips;
  423. }
  424. /* SSIL */
  425. 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) {
  426. ssil_quality = p_quality;
  427. ssil_half_size = p_half_size;
  428. ssil_adaptive_target = p_adaptive_target;
  429. ssil_blur_passes = p_blur_passes;
  430. ssil_fadeout_from = p_fadeout_from;
  431. ssil_fadeout_to = p_fadeout_to;
  432. }
  433. 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) {
  434. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  435. ERR_FAIL_NULL(uniform_set_cache);
  436. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  437. if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  438. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  439. }
  440. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
  441. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
  442. for (int i = 0; i < 4; i++) {
  443. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  444. continue;
  445. }
  446. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
  447. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
  448. ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
  449. ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
  450. ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  451. ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  452. ssil.gather_push_constant.pass = i;
  453. 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);
  454. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
  455. Size2i size;
  456. // Calculate size same way as we created the buffer
  457. if (ssil_half_size) {
  458. size.x = (p_settings.full_screen_size.x + 3) / 4;
  459. size.y = (p_settings.full_screen_size.y + 3) / 4;
  460. } else {
  461. size.x = (p_settings.full_screen_size.x + 1) / 2;
  462. size.y = (p_settings.full_screen_size.y + 1) / 2;
  463. }
  464. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  465. }
  466. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  467. }
  468. void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
  469. if (p_ssil_buffers.half_size != ssil_half_size) {
  470. p_render_buffers->clear_context(RB_SCOPE_SSIL);
  471. }
  472. p_ssil_buffers.half_size = ssil_half_size;
  473. if (p_ssil_buffers.half_size) {
  474. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  475. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  476. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  477. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  478. } else {
  479. p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  480. p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  481. p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  482. p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  483. }
  484. uint32_t view_count = p_render_buffers->get_view_count();
  485. Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
  486. Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
  487. // We create our intermediate and final results as render buffers.
  488. // These are automatically cached and cleaned up when our viewport resizes
  489. // or when our viewport gets destroyed.
  490. 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...
  491. 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);
  492. RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
  493. }
  494. if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
  495. 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);
  496. RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
  497. }
  498. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  499. // we don't first check has_texture here
  500. 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);
  501. 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);
  502. 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);
  503. 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);
  504. 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);
  505. }
  506. 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) {
  507. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  508. ERR_FAIL_NULL(uniform_set_cache);
  509. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  510. ERR_FAIL_NULL(material_storage);
  511. RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
  512. // Obtain our (cached) buffer slices for the view we are rendering.
  513. RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
  514. RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  515. RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
  516. RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
  517. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
  518. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
  519. RID deinterleaved_slices[4];
  520. RID deinterleaved_pong_slices[4];
  521. RID edges_slices[4];
  522. for (uint32_t i = 0; i < 4; i++) {
  523. deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  524. deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  525. edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
  526. }
  527. //Store projection info before starting the compute list
  528. SSILProjectionUniforms projection_uniforms;
  529. store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
  530. RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
  531. memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
  532. RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
  533. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  534. RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  535. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  536. {
  537. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  538. ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  539. ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  540. ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  541. ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  542. if (ssil_half_size) {
  543. ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  544. ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  545. }
  546. ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  547. ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  548. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  549. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  550. ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  551. ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  552. ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  553. ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  554. ssil.gather_push_constant.z_near = p_projection.get_z_near();
  555. ssil.gather_push_constant.z_far = p_projection.get_z_far();
  556. ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  557. ssil.gather_push_constant.radius = p_settings.radius;
  558. float radius_near_limit = (p_settings.radius * 1.2f);
  559. if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
  560. radius_near_limit *= 1.50f;
  561. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  562. ssil.gather_push_constant.radius *= 0.8f;
  563. }
  564. }
  565. radius_near_limit /= tan_half_fov_y;
  566. ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
  567. ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
  568. ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
  569. ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  570. ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
  571. ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
  572. ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
  573. ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
  574. ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
  575. ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
  576. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  577. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  578. // remember each instance of the uniform set.
  579. RID projection_uniform_set;
  580. {
  581. RD::Uniform u_last_frame;
  582. u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  583. u_last_frame.binding = 0;
  584. u_last_frame.append_id(default_mipmap_sampler);
  585. u_last_frame.append_id(last_frame);
  586. RD::Uniform u_projection;
  587. u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  588. u_projection.binding = 1;
  589. u_projection.append_id(ssil.projection_uniform_buffer);
  590. projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
  591. }
  592. RID gather_uniform_set;
  593. {
  594. 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);
  595. RD::Uniform u_depth_texture_view;
  596. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  597. u_depth_texture_view.binding = 0;
  598. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  599. u_depth_texture_view.append_id(depth_texture_view);
  600. RD::Uniform u_normal_buffer;
  601. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  602. u_normal_buffer.binding = 1;
  603. u_normal_buffer.append_id(p_normal_buffer);
  604. RD::Uniform u_gather_constants_buffer;
  605. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  606. u_gather_constants_buffer.binding = 2;
  607. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  608. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  609. }
  610. RID importance_map_uniform_set;
  611. {
  612. RD::Uniform u_pong;
  613. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  614. u_pong.binding = 0;
  615. u_pong.append_id(deinterleaved_pong);
  616. RD::Uniform u_importance_map;
  617. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  618. u_importance_map.binding = 1;
  619. u_importance_map.append_id(default_sampler);
  620. u_importance_map.append_id(importance_map);
  621. RD::Uniform u_load_counter;
  622. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  623. u_load_counter.binding = 2;
  624. u_load_counter.append_id(ssil.importance_map_load_counter);
  625. RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
  626. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  627. }
  628. if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
  629. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  630. ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  631. ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  632. ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
  633. //base pass
  634. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
  635. gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  636. //generate importance map
  637. RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
  638. RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  639. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  640. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
  641. 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);
  642. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  643. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  644. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  645. RD::get_singleton()->compute_list_add_barrier(compute_list);
  646. // process Importance Map A
  647. RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
  648. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  649. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  650. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
  651. 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);
  652. 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);
  653. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  654. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  655. RD::get_singleton()->compute_list_add_barrier(compute_list);
  656. // process Importance Map B
  657. RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
  658. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  659. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
  660. 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);
  661. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  662. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
  663. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
  664. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
  665. RD::get_singleton()->compute_list_add_barrier(compute_list);
  666. RD::get_singleton()->draw_command_end_label(); // Importance Map
  667. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
  668. } else {
  669. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
  670. }
  671. gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
  672. RD::get_singleton()->draw_command_end_label(); //Gather
  673. }
  674. {
  675. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  676. ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  677. ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
  678. ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
  679. int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
  680. shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
  681. for (int pass = 0; pass < blur_passes; pass++) {
  682. int blur_pipeline = SSIL_BLUR_PASS;
  683. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  684. blur_pipeline = SSIL_BLUR_PASS_SMART;
  685. if (pass < blur_passes - 2) {
  686. blur_pipeline = SSIL_BLUR_PASS_WIDE;
  687. }
  688. }
  689. RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
  690. for (int i = 0; i < 4; i++) {
  691. if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  692. continue;
  693. }
  694. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
  695. if (pass % 2 == 0) {
  696. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  697. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
  698. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  699. } else {
  700. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
  701. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
  702. }
  703. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
  704. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
  705. } else {
  706. if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
  707. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
  708. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  709. } else {
  710. RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
  711. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
  712. }
  713. RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
  714. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
  715. }
  716. RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
  717. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
  718. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
  719. // Use the size of the actual buffer we're processing here or we won't cover the entire image.
  720. int x_groups = p_ssil_buffers.buffer_width;
  721. int y_groups = p_ssil_buffers.buffer_height;
  722. RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
  723. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
  724. RD::get_singleton()->compute_list_add_barrier(compute_list);
  725. }
  726. }
  727. }
  728. RD::get_singleton()->draw_command_end_label(); // Blur
  729. }
  730. {
  731. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  732. ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  733. ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  734. ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  735. ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
  736. int interleave_pipeline = SSIL_INTERLEAVE_HALF;
  737. if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
  738. interleave_pipeline = SSIL_INTERLEAVE;
  739. } else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
  740. interleave_pipeline = SSIL_INTERLEAVE_SMART;
  741. }
  742. shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
  743. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
  744. RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
  745. RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
  746. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
  747. if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
  748. RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
  749. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
  750. } else {
  751. RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
  752. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
  753. }
  754. RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
  755. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
  756. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
  757. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  758. RD::get_singleton()->compute_list_add_barrier(compute_list);
  759. RD::get_singleton()->draw_command_end_label(); // Interleave
  760. }
  761. RD::get_singleton()->draw_command_end_label(); // SSIL
  762. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); // Zeroing importance_map_load_counter depends on us.
  763. int zero[1] = { 0 };
  764. RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  765. }
  766. /* SSAO */
  767. 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) {
  768. ssao_quality = p_quality;
  769. ssao_half_size = p_half_size;
  770. ssao_adaptive_target = p_adaptive_target;
  771. ssao_blur_passes = p_blur_passes;
  772. ssao_fadeout_from = p_fadeout_from;
  773. ssao_fadeout_to = p_fadeout_to;
  774. }
  775. 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) {
  776. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  777. ERR_FAIL_NULL(uniform_set_cache);
  778. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
  779. if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
  780. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
  781. }
  782. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
  783. for (int i = 0; i < 4; i++) {
  784. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  785. continue;
  786. }
  787. RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] }));
  788. ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
  789. ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
  790. ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
  791. ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
  792. ssao.gather_push_constant.pass = i;
  793. RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
  794. RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
  795. Size2i size;
  796. // Make sure we use the same size as with which our buffer was created
  797. if (ssao_half_size) {
  798. size.x = (p_settings.full_screen_size.x + 3) / 4;
  799. size.y = (p_settings.full_screen_size.y + 3) / 4;
  800. } else {
  801. size.x = (p_settings.full_screen_size.x + 1) / 2;
  802. size.y = (p_settings.full_screen_size.y + 1) / 2;
  803. }
  804. RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
  805. }
  806. RD::get_singleton()->compute_list_add_barrier(p_compute_list);
  807. }
  808. void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
  809. if (p_ssao_buffers.half_size != ssao_half_size) {
  810. p_render_buffers->clear_context(RB_SCOPE_SSAO);
  811. }
  812. p_ssao_buffers.half_size = ssao_half_size;
  813. if (ssao_half_size) {
  814. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  815. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  816. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
  817. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
  818. } else {
  819. p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
  820. p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
  821. p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
  822. p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
  823. }
  824. uint32_t view_count = p_render_buffers->get_view_count();
  825. Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
  826. Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
  827. // As we're not clearing these, and render buffers will return the cached texture if it already exists,
  828. // we don't first check has_texture here
  829. 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);
  830. 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);
  831. 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);
  832. 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);
  833. 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);
  834. }
  835. 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) {
  836. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  837. ERR_FAIL_NULL(uniform_set_cache);
  838. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  839. ERR_FAIL_NULL(material_storage);
  840. // Obtain our (cached) buffer slices for the view we are rendering.
  841. RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
  842. RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
  843. RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
  844. RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
  845. RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
  846. RID ao_deinterleaved_slices[4];
  847. RID ao_pong_slices[4];
  848. for (uint32_t i = 0; i < 4; i++) {
  849. ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
  850. ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
  851. }
  852. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  853. memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
  854. /* FIRST PASS */
  855. RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
  856. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  857. RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
  858. /* SECOND PASS */
  859. // Sample SSAO
  860. {
  861. RD::get_singleton()->draw_command_begin_label("Gather Samples");
  862. ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
  863. ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
  864. ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
  865. ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
  866. if (ssao_half_size) {
  867. ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
  868. ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
  869. }
  870. ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
  871. ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
  872. float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
  873. float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
  874. ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
  875. ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
  876. ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
  877. ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
  878. ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
  879. ssao.gather_push_constant.radius = p_settings.radius;
  880. float radius_near_limit = (p_settings.radius * 1.2f);
  881. if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
  882. radius_near_limit *= 1.50f;
  883. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  884. ssao.gather_push_constant.radius *= 0.8f;
  885. }
  886. }
  887. radius_near_limit /= tan_half_fov_y;
  888. ssao.gather_push_constant.intensity = p_settings.intensity;
  889. ssao.gather_push_constant.shadow_power = p_settings.power;
  890. ssao.gather_push_constant.shadow_clamp = 0.98;
  891. ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
  892. ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
  893. ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
  894. ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
  895. ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
  896. ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
  897. ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
  898. ssao.gather_push_constant.detail_intensity = p_settings.detail;
  899. ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
  900. ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
  901. // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
  902. // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
  903. // remember each instance of the uniform set.
  904. RID gather_uniform_set;
  905. {
  906. 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);
  907. RD::Uniform u_depth_texture_view;
  908. u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  909. u_depth_texture_view.binding = 0;
  910. u_depth_texture_view.append_id(ss_effects.mirror_sampler);
  911. u_depth_texture_view.append_id(depth_texture_view);
  912. RD::Uniform u_normal_buffer;
  913. u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  914. u_normal_buffer.binding = 1;
  915. u_normal_buffer.append_id(p_normal_buffer);
  916. RD::Uniform u_gather_constants_buffer;
  917. u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  918. u_gather_constants_buffer.binding = 2;
  919. u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
  920. gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
  921. }
  922. RID importance_map_uniform_set;
  923. {
  924. RD::Uniform u_pong;
  925. u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  926. u_pong.binding = 0;
  927. u_pong.append_id(ao_pong);
  928. RD::Uniform u_importance_map;
  929. u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  930. u_importance_map.binding = 1;
  931. u_importance_map.append_id(default_sampler);
  932. u_importance_map.append_id(importance_map);
  933. RD::Uniform u_load_counter;
  934. u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  935. u_load_counter.binding = 2;
  936. u_load_counter.append_id(ssao.importance_map_load_counter);
  937. RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
  938. importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
  939. }
  940. if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
  941. RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
  942. ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  943. ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  944. ssao.importance_map_push_constant.intensity = p_settings.intensity;
  945. ssao.importance_map_push_constant.power = p_settings.power;
  946. //base pass
  947. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
  948. gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
  949. //generate importance map
  950. RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
  951. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
  952. RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  953. 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);
  954. RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
  955. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
  956. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  957. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  958. RD::get_singleton()->compute_list_add_barrier(compute_list);
  959. //process importance map A
  960. RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
  961. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
  962. RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
  963. 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);
  964. RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
  965. 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);
  966. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  967. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  968. RD::get_singleton()->compute_list_add_barrier(compute_list);
  969. //process Importance Map B
  970. RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
  971. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
  972. RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
  973. 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);
  974. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
  975. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
  976. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
  977. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
  978. RD::get_singleton()->compute_list_add_barrier(compute_list);
  979. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
  980. RD::get_singleton()->draw_command_end_label(); // Importance Map
  981. } else {
  982. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
  983. }
  984. gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
  985. RD::get_singleton()->draw_command_end_label(); // Gather SSAO
  986. }
  987. // /* THIRD PASS */
  988. // // Blur
  989. //
  990. {
  991. RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
  992. ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
  993. ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
  994. ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
  995. int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
  996. shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
  997. for (int pass = 0; pass < blur_passes; pass++) {
  998. int blur_pipeline = SSAO_BLUR_PASS;
  999. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1000. if (pass < blur_passes - 2) {
  1001. blur_pipeline = SSAO_BLUR_PASS_WIDE;
  1002. } else {
  1003. blur_pipeline = SSAO_BLUR_PASS_SMART;
  1004. }
  1005. }
  1006. for (int i = 0; i < 4; i++) {
  1007. if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
  1008. continue;
  1009. }
  1010. RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
  1011. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
  1012. if (pass % 2 == 0) {
  1013. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1014. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
  1015. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1016. } else {
  1017. RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
  1018. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
  1019. }
  1020. RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
  1021. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
  1022. } else {
  1023. if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1024. RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
  1025. 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);
  1026. } else {
  1027. 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] }));
  1028. 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);
  1029. }
  1030. RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
  1031. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
  1032. }
  1033. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
  1034. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
  1035. }
  1036. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
  1037. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1038. }
  1039. }
  1040. RD::get_singleton()->draw_command_end_label(); // Blur
  1041. }
  1042. /* FOURTH PASS */
  1043. // Interleave buffers
  1044. // back to full size
  1045. {
  1046. RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
  1047. ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
  1048. ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
  1049. ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
  1050. ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
  1051. shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
  1052. int interleave_pipeline = SSAO_INTERLEAVE_HALF;
  1053. if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
  1054. interleave_pipeline = SSAO_INTERLEAVE;
  1055. } else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
  1056. interleave_pipeline = SSAO_INTERLEAVE_SMART;
  1057. }
  1058. RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
  1059. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
  1060. RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
  1061. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
  1062. if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
  1063. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
  1064. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1065. } else {
  1066. RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
  1067. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
  1068. }
  1069. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
  1070. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
  1071. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1072. RD::get_singleton()->draw_command_end_label(); // Interleave
  1073. }
  1074. RD::get_singleton()->draw_command_end_label(); //SSAO
  1075. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); // Zeroing importance_map_load_counter depends on us.
  1076. int zero[1] = { 0 };
  1077. RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
  1078. }
  1079. /* Screen Space Reflection */
  1080. void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  1081. ssr_roughness_quality = p_quality;
  1082. }
  1083. void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
  1084. if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
  1085. // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
  1086. p_render_buffers->clear_context(RB_SCOPE_SSR);
  1087. }
  1088. Size2i internal_size = p_render_buffers->get_internal_size();
  1089. p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
  1090. p_ssr_buffers.roughness_quality = ssr_roughness_quality;
  1091. // We are using barriers so we do not need to allocate textures for both views on anything but output...
  1092. 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);
  1093. 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);
  1094. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
  1095. 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
  1096. }
  1097. 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);
  1098. 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);
  1099. }
  1100. 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) {
  1101. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1102. ERR_FAIL_NULL(uniform_set_cache);
  1103. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1104. ERR_FAIL_NULL(material_storage);
  1105. uint32_t view_count = p_render_buffers->get_view_count();
  1106. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1107. {
  1108. // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
  1109. ScreenSpaceReflectionSceneData scene_data;
  1110. if (ssr.ubo.is_null()) {
  1111. ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
  1112. }
  1113. for (uint32_t v = 0; v < view_count; v++) {
  1114. store_camera(p_projections[v], scene_data.projection[v]);
  1115. store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  1116. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  1117. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  1118. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  1119. scene_data.eye_offset[v][3] = 0.0;
  1120. }
  1121. RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
  1122. }
  1123. uint32_t pipeline_specialization = 0;
  1124. if (view_count > 1) {
  1125. pipeline_specialization |= SSR_MULTIVIEW;
  1126. }
  1127. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1128. for (uint32_t v = 0; v < view_count; v++) {
  1129. // get buffers we need to use for this view
  1130. RID diffuse_slice = p_render_buffers->get_internal_texture(v);
  1131. RID depth_slice = p_render_buffers->get_depth_texture(v);
  1132. RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
  1133. RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
  1134. RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
  1135. RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
  1136. RID blur_radius[2];
  1137. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1138. blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
  1139. blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
  1140. }
  1141. RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
  1142. { //scale color and depth to half
  1143. RD::get_singleton()->draw_command_begin_label("SSR Scale");
  1144. ScreenSpaceReflectionScalePushConstant push_constant;
  1145. push_constant.view_index = v;
  1146. push_constant.camera_z_far = p_projections[v].get_z_far();
  1147. push_constant.camera_z_near = p_projections[v].get_z_near();
  1148. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1149. push_constant.filter = false; // Enabling causes artifacts.
  1150. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1151. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1152. RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
  1153. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
  1154. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
  1155. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
  1156. RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
  1157. RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
  1158. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
  1159. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1160. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
  1161. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1162. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
  1163. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
  1164. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
  1165. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1166. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1167. RD::get_singleton()->draw_command_end_label();
  1168. }
  1169. {
  1170. RD::get_singleton()->draw_command_begin_label("SSR main");
  1171. ScreenSpaceReflectionPushConstant push_constant;
  1172. push_constant.view_index = v;
  1173. push_constant.camera_z_far = p_projections[v].get_z_far();
  1174. push_constant.camera_z_near = p_projections[v].get_z_near();
  1175. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1176. push_constant.screen_size[0] = p_ssr_buffers.size.x;
  1177. push_constant.screen_size[1] = p_ssr_buffers.size.y;
  1178. push_constant.curve_fade_in = p_fade_in;
  1179. push_constant.distance_fade = p_fade_out;
  1180. push_constant.num_steps = p_max_steps;
  1181. push_constant.depth_tolerance = p_tolerance;
  1182. push_constant.use_half_res = true;
  1183. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1184. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1185. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1186. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1187. ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
  1188. RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
  1189. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
  1190. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1191. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1192. // read from intermediate
  1193. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1194. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
  1195. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
  1196. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1197. // write to output and blur radius
  1198. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1199. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1200. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
  1201. } else {
  1202. // We are only writing output
  1203. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1204. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
  1205. }
  1206. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1207. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
  1208. RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
  1209. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
  1210. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
  1211. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1212. RD::get_singleton()->draw_command_end_label();
  1213. }
  1214. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
  1215. RD::get_singleton()->draw_command_begin_label("SSR filter");
  1216. //blur
  1217. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1218. ScreenSpaceReflectionFilterPushConstant push_constant;
  1219. push_constant.view_index = v;
  1220. push_constant.orthogonal = p_projections[v].is_orthogonal();
  1221. push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
  1222. push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
  1223. push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
  1224. push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
  1225. push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
  1226. push_constant.vertical = 0;
  1227. if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
  1228. push_constant.steps = p_max_steps / 3;
  1229. push_constant.increment = 3;
  1230. } else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
  1231. push_constant.steps = p_max_steps / 2;
  1232. push_constant.increment = 2;
  1233. } else {
  1234. push_constant.steps = p_max_steps;
  1235. push_constant.increment = 1;
  1236. }
  1237. push_constant.screen_size[0] = p_ssr_buffers.size.width;
  1238. push_constant.screen_size[1] = p_ssr_buffers.size.height;
  1239. // Horizontal pass
  1240. SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
  1241. RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1242. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1243. RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
  1244. RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
  1245. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
  1246. RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
  1247. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1248. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1249. RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
  1250. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
  1251. RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
  1252. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1253. RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
  1254. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1255. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1256. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1257. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1258. // Vertical pass
  1259. mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
  1260. shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
  1261. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
  1262. push_constant.vertical = 1;
  1263. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
  1264. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
  1265. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
  1266. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
  1267. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
  1268. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
  1269. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
  1270. if (v != view_count - 1) {
  1271. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1272. }
  1273. RD::get_singleton()->draw_command_end_label();
  1274. }
  1275. RD::get_singleton()->draw_command_end_label();
  1276. }
  1277. RD::get_singleton()->compute_list_end();
  1278. }
  1279. /* Subsurface scattering */
  1280. void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1281. sss_quality = p_quality;
  1282. }
  1283. RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
  1284. return sss_quality;
  1285. }
  1286. void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
  1287. sss_scale = p_scale;
  1288. sss_depth_scale = p_depth_scale;
  1289. }
  1290. 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) {
  1291. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  1292. ERR_FAIL_NULL(uniform_set_cache);
  1293. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1294. ERR_FAIL_NULL(material_storage);
  1295. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1296. // Our intermediate buffer is only created if we haven't created it already.
  1297. RD::DataFormat format = p_render_buffers->get_base_data_format();
  1298. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1299. uint32_t layers = 1; // We only need one layer, we're handling one view at a time
  1300. uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
  1301. RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
  1302. Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
  1303. p.normal /= p.d;
  1304. float unit_size = p.normal.x;
  1305. { //scale color and depth to half
  1306. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1307. sss.push_constant.camera_z_far = p_camera.get_z_far();
  1308. sss.push_constant.camera_z_near = p_camera.get_z_near();
  1309. sss.push_constant.orthogonal = p_camera.is_orthogonal();
  1310. sss.push_constant.unit_size = unit_size;
  1311. sss.push_constant.screen_size[0] = p_screen_size.x;
  1312. sss.push_constant.screen_size[1] = p_screen_size.y;
  1313. sss.push_constant.vertical = false;
  1314. sss.push_constant.scale = sss_scale;
  1315. sss.push_constant.depth_scale = sss_depth_scale;
  1316. RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
  1317. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
  1318. RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
  1319. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
  1320. RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
  1321. RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
  1322. RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
  1323. // horizontal
  1324. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
  1325. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
  1326. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1327. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1328. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1329. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1330. // vertical
  1331. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
  1332. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
  1333. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
  1334. sss.push_constant.vertical = true;
  1335. RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
  1336. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
  1337. RD::get_singleton()->compute_list_end();
  1338. }
  1339. }