mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
cc4d39b0c1
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
131 lines
7.3 KiB
C++
131 lines
7.3 KiB
C++
/**************************************************************************/
|
|
/* resolve.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#include "resolve.h"
|
|
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
|
|
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
|
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
|
|
|
|
using namespace RendererRD;
|
|
|
|
Resolve::Resolve() {
|
|
Vector<String> resolve_modes;
|
|
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
|
|
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
|
|
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
|
|
|
|
resolve.shader.initialize(resolve_modes);
|
|
|
|
resolve.shader_version = resolve.shader.version_create();
|
|
|
|
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
|
|
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
|
|
}
|
|
}
|
|
|
|
Resolve::~Resolve() {
|
|
resolve.shader.version_free(resolve.shader_version);
|
|
}
|
|
|
|
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) {
|
|
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
|
|
ERR_FAIL_NULL(uniform_set_cache);
|
|
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
ERR_FAIL_NULL(material_storage);
|
|
|
|
ResolvePushConstant push_constant;
|
|
push_constant.screen_size[0] = p_screen_size.x;
|
|
push_constant.screen_size[1] = p_screen_size.y;
|
|
push_constant.samples = p_samples;
|
|
|
|
// setup our uniforms
|
|
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
|
|
RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
|
|
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
|
|
RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
|
|
|
|
ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
|
|
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
|
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
|
|
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);
|
|
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);
|
|
if (p_source_voxel_gi.is_valid()) {
|
|
RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
|
|
RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
|
|
|
|
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
|
|
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
|
|
}
|
|
|
|
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
|
|
|
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
|
|
|
RD::get_singleton()->compute_list_end();
|
|
}
|
|
|
|
void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
|
|
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
|
|
ERR_FAIL_NULL(uniform_set_cache);
|
|
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
ERR_FAIL_NULL(material_storage);
|
|
|
|
ResolvePushConstant push_constant;
|
|
push_constant.screen_size[0] = p_screen_size.x;
|
|
push_constant.screen_size[1] = p_screen_size.y;
|
|
push_constant.samples = p_samples;
|
|
|
|
// setup our uniforms
|
|
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
|
|
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
|
|
|
|
ResolveMode mode = RESOLVE_MODE_DEPTH;
|
|
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
|
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
|
|
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
|
|
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
|
|
|
|
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
|
|
|
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
|
|
|
RD::get_singleton()->compute_list_end();
|
|
}
|