renderer_compositor_rd.cpp 14 KB

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  1. /*************************************************************************/
  2. /* renderer_compositor_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. void RendererCompositorRD::prepare_for_blitting_render_targets() {
  34. RD::get_singleton()->prepare_screen_for_drawing();
  35. }
  36. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  37. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  38. if (draw_list == RD::INVALID_ID) {
  39. return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  40. }
  41. for (int i = 0; i < p_amount; i++) {
  42. RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target);
  43. ERR_CONTINUE(texture.is_null());
  44. RID rd_texture = texture_storage->texture_get_rd_texture(texture);
  45. ERR_CONTINUE(rd_texture.is_null());
  46. // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
  47. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  48. Vector<RD::Uniform> uniforms;
  49. RD::Uniform u;
  50. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  51. u.binding = 0;
  52. u.append_id(blit.sampler);
  53. u.append_id(rd_texture);
  54. uniforms.push_back(u);
  55. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  56. render_target_descriptors[rd_texture] = uniform_set;
  57. }
  58. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  59. BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
  60. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  61. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  62. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  63. blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
  64. blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
  65. blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
  66. blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
  67. blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
  68. blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
  69. blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
  70. blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
  71. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  72. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  73. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  74. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  75. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  76. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  77. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  78. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  79. RD::get_singleton()->draw_list_draw(draw_list, true);
  80. }
  81. RD::get_singleton()->draw_list_end();
  82. }
  83. void RendererCompositorRD::begin_frame(double frame_step) {
  84. frame++;
  85. delta = frame_step;
  86. time += frame_step;
  87. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  88. time = Math::fmod(time, time_roll_over);
  89. canvas->set_time(time);
  90. scene->set_time(time, frame_step);
  91. }
  92. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  93. #ifndef _MSC_VER
  94. #warning TODO: likely pass a bool to swap buffers to avoid display?
  95. #endif
  96. RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
  97. }
  98. void RendererCompositorRD::initialize() {
  99. {
  100. // Initialize blit
  101. Vector<String> blit_modes;
  102. blit_modes.push_back("\n");
  103. blit_modes.push_back("\n#define USE_LAYER\n");
  104. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  105. blit_modes.push_back("\n");
  106. blit.shader.initialize(blit_modes);
  107. blit.shader_version = blit.shader.version_create();
  108. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  109. blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  110. }
  111. //create index array for copy shader
  112. Vector<uint8_t> pv;
  113. pv.resize(6 * 4);
  114. {
  115. uint8_t *w = pv.ptrw();
  116. int *p32 = (int *)w;
  117. p32[0] = 0;
  118. p32[1] = 1;
  119. p32[2] = 2;
  120. p32[3] = 0;
  121. p32[4] = 2;
  122. p32[5] = 3;
  123. }
  124. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  125. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  126. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  127. }
  128. }
  129. uint64_t RendererCompositorRD::frame = 1;
  130. void RendererCompositorRD::finalize() {
  131. memdelete(scene);
  132. memdelete(canvas);
  133. memdelete(effects);
  134. memdelete(fog);
  135. memdelete(particles_storage);
  136. memdelete(light_storage);
  137. memdelete(mesh_storage);
  138. memdelete(material_storage);
  139. memdelete(texture_storage);
  140. memdelete(utilities);
  141. //only need to erase these, the rest are erased by cascade
  142. blit.shader.version_free(blit.shader_version);
  143. RD::get_singleton()->free(blit.index_buffer);
  144. RD::get_singleton()->free(blit.sampler);
  145. }
  146. void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  147. RD::get_singleton()->prepare_screen_for_drawing();
  148. RID texture = texture_storage->texture_allocate();
  149. texture_storage->texture_2d_initialize(texture, p_image);
  150. RID rd_texture = texture_storage->texture_get_rd_texture(texture);
  151. RID uset;
  152. {
  153. Vector<RD::Uniform> uniforms;
  154. RD::Uniform u;
  155. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  156. u.binding = 0;
  157. u.append_id(blit.sampler);
  158. u.append_id(rd_texture);
  159. uniforms.push_back(u);
  160. uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  161. }
  162. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  163. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  164. Rect2 screenrect;
  165. if (p_scale) {
  166. if (window_size.width > window_size.height) {
  167. //scale horizontally
  168. screenrect.size.y = window_size.height;
  169. screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
  170. screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
  171. } else {
  172. //scale vertically
  173. screenrect.size.x = window_size.width;
  174. screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
  175. screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
  176. }
  177. } else {
  178. screenrect = imgrect;
  179. screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
  180. }
  181. screenrect.position /= window_size;
  182. screenrect.size /= window_size;
  183. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
  184. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
  185. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  186. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
  187. blit.push_constant.src_rect[0] = 0.0;
  188. blit.push_constant.src_rect[1] = 0.0;
  189. blit.push_constant.src_rect[2] = 1.0;
  190. blit.push_constant.src_rect[3] = 1.0;
  191. blit.push_constant.dst_rect[0] = screenrect.position.x;
  192. blit.push_constant.dst_rect[1] = screenrect.position.y;
  193. blit.push_constant.dst_rect[2] = screenrect.size.width;
  194. blit.push_constant.dst_rect[3] = screenrect.size.height;
  195. blit.push_constant.layer = 0;
  196. blit.push_constant.eye_center[0] = 0;
  197. blit.push_constant.eye_center[1] = 0;
  198. blit.push_constant.k1 = 0;
  199. blit.push_constant.k2 = 0;
  200. blit.push_constant.upscale = 1.0;
  201. blit.push_constant.aspect_ratio = 1.0;
  202. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  203. RD::get_singleton()->draw_list_draw(draw_list, true);
  204. RD::get_singleton()->draw_list_end();
  205. RD::get_singleton()->swap_buffers();
  206. texture_storage->texture_free(texture);
  207. }
  208. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  209. RendererCompositorRD::RendererCompositorRD() {
  210. uniform_set_cache = memnew(UniformSetCacheRD);
  211. {
  212. String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
  213. if (shader_cache_dir.is_empty()) {
  214. shader_cache_dir = "user://";
  215. }
  216. Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
  217. if (da.is_null()) {
  218. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  219. } else {
  220. Error err = da->change_dir("shader_cache");
  221. if (err != OK) {
  222. err = da->make_dir("shader_cache");
  223. }
  224. if (err != OK) {
  225. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  226. } else {
  227. shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
  228. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  229. if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
  230. shader_cache_dir = String(); //disable only if not editor
  231. }
  232. if (!shader_cache_dir.is_empty()) {
  233. bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
  234. bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
  235. bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
  236. ShaderRD::set_shader_cache_dir(shader_cache_dir);
  237. ShaderRD::set_shader_cache_save_compressed(compress);
  238. ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
  239. ShaderRD::set_shader_cache_save_debug(!strip_debug);
  240. }
  241. }
  242. }
  243. }
  244. singleton = this;
  245. utilities = memnew(RendererRD::Utilities);
  246. texture_storage = memnew(RendererRD::TextureStorage);
  247. material_storage = memnew(RendererRD::MaterialStorage);
  248. mesh_storage = memnew(RendererRD::MeshStorage);
  249. light_storage = memnew(RendererRD::LightStorage);
  250. particles_storage = memnew(RendererRD::ParticlesStorage);
  251. fog = memnew(RendererRD::Fog);
  252. canvas = memnew(RendererCanvasRenderRD());
  253. back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
  254. uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  255. if (back_end || textures_per_stage < 48) {
  256. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
  257. } else { // back_end == false
  258. // default to our high end renderer
  259. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
  260. }
  261. scene->init();
  262. // now we're ready to create our effects,
  263. effects = memnew(EffectsRD(!scene->_render_buffers_can_be_storage()));
  264. }
  265. RendererCompositorRD::~RendererCompositorRD() {
  266. memdelete(uniform_set_cache);
  267. ShaderRD::set_shader_cache_dir(String());
  268. }