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 */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "resolve.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/uniform_set_cache_rd.h" |
35 | |
36 | using namespace RendererRD; |
37 | |
38 | Resolve::Resolve() { |
39 | Vector<String> resolve_modes; |
40 | resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n" ); |
41 | resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n" ); |
42 | resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n" ); |
43 | |
44 | resolve.shader.initialize(resolve_modes); |
45 | |
46 | resolve.shader_version = resolve.shader.version_create(); |
47 | |
48 | for (int i = 0; i < RESOLVE_MODE_MAX; i++) { |
49 | resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); |
50 | } |
51 | } |
52 | |
53 | Resolve::~Resolve() { |
54 | resolve.shader.version_free(resolve.shader_version); |
55 | } |
56 | |
57 | 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, uint32_t p_barrier) { |
58 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
59 | ERR_FAIL_NULL(uniform_set_cache); |
60 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
61 | ERR_FAIL_NULL(material_storage); |
62 | |
63 | ResolvePushConstant push_constant; |
64 | push_constant.screen_size[0] = p_screen_size.x; |
65 | push_constant.screen_size[1] = p_screen_size.y; |
66 | push_constant.samples = p_samples; |
67 | |
68 | // setup our uniforms |
69 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
70 | |
71 | RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); |
72 | RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness })); |
73 | RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth })); |
74 | RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness })); |
75 | |
76 | ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI; |
77 | RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); |
78 | ERR_FAIL_COND(shader.is_null()); |
79 | |
80 | RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); |
81 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); |
82 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0); |
83 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1); |
84 | if (p_source_voxel_gi.is_valid()) { |
85 | RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi })); |
86 | RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi); |
87 | |
88 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2); |
89 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3); |
90 | } |
91 | |
92 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); |
93 | |
94 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); |
95 | |
96 | RD::get_singleton()->compute_list_end(p_barrier); |
97 | } |
98 | |
99 | void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { |
100 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
101 | ERR_FAIL_NULL(uniform_set_cache); |
102 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
103 | ERR_FAIL_NULL(material_storage); |
104 | |
105 | ResolvePushConstant push_constant; |
106 | push_constant.screen_size[0] = p_screen_size.x; |
107 | push_constant.screen_size[1] = p_screen_size.y; |
108 | push_constant.samples = p_samples; |
109 | |
110 | // setup our uniforms |
111 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
112 | |
113 | RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); |
114 | RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth); |
115 | |
116 | ResolveMode mode = RESOLVE_MODE_DEPTH; |
117 | RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); |
118 | ERR_FAIL_COND(shader.is_null()); |
119 | |
120 | RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); |
121 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); |
122 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0); |
123 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1); |
124 | |
125 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); |
126 | |
127 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); |
128 | |
129 | RD::get_singleton()->compute_list_end(p_barrier); |
130 | } |
131 | |