resolve.cpp 7.2 KB

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  1. /**************************************************************************/
  2. /* resolve.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "resolve.h"
  31. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  32. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  33. using namespace RendererRD;
  34. Resolve::Resolve() {
  35. Vector<String> resolve_modes;
  36. resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
  37. resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
  38. resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
  39. resolve.shader.initialize(resolve_modes);
  40. resolve.shader_version = resolve.shader.version_create();
  41. for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
  42. resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
  43. }
  44. }
  45. Resolve::~Resolve() {
  46. resolve.shader.version_free(resolve.shader_version);
  47. }
  48. void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {
  49. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  50. ERR_FAIL_NULL(uniform_set_cache);
  51. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  52. ERR_FAIL_NULL(material_storage);
  53. ResolvePushConstant push_constant;
  54. push_constant.screen_size[0] = p_screen_size.x;
  55. push_constant.screen_size[1] = p_screen_size.y;
  56. push_constant.samples = p_samples;
  57. // setup our uniforms
  58. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  59. RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
  60. RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
  61. RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
  62. RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
  63. ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
  64. RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
  65. ERR_FAIL_COND(shader.is_null());
  66. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  67. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
  68. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
  69. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
  70. if (p_source_voxel_gi.is_valid()) {
  71. RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
  72. RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
  73. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
  74. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
  75. }
  76. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
  77. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
  78. RD::get_singleton()->compute_list_end();
  79. }
  80. void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
  81. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  82. ERR_FAIL_NULL(uniform_set_cache);
  83. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  84. ERR_FAIL_NULL(material_storage);
  85. ResolvePushConstant push_constant;
  86. push_constant.screen_size[0] = p_screen_size.x;
  87. push_constant.screen_size[1] = p_screen_size.y;
  88. push_constant.samples = p_samples;
  89. // setup our uniforms
  90. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  91. RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
  92. RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
  93. ResolveMode mode = RESOLVE_MODE_DEPTH;
  94. RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
  95. ERR_FAIL_COND(shader.is_null());
  96. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  97. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
  98. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
  99. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
  100. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
  101. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
  102. RD::get_singleton()->compute_list_end();
  103. }