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Merge pull request #111129 from DarioSamo/particle-pipeline-deferral
Push pipeline compilation of various effects to the worker thread pool.
This commit is contained in:
@@ -66,7 +66,7 @@ BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
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for (int i = 0; i < BOKEH_MAX; i++) {
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if (bokeh.compute_shader.is_variant_enabled(i)) {
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bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
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bokeh.compute_pipelines[i].create_compute_pipeline(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
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}
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}
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@@ -77,6 +77,10 @@ BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
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}
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BokehDOF::~BokehDOF() {
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for (int i = 0; i < BOKEH_MAX; i++) {
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bokeh.compute_pipelines[i].free();
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}
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if (prefer_raster_effects) {
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bokeh.raster_shader.version_free(bokeh.shader_version);
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} else {
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@@ -154,7 +158,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_att
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RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
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@@ -173,7 +177,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_att
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode].get_rid());
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static const int quality_samples[4] = { 6, 12, 12, 24 };
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@@ -223,7 +227,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_att
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
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@@ -244,7 +248,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_att
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ERR_FAIL_COND(shader.is_null());
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//second pass
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR].get_rid());
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static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
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@@ -272,7 +276,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_att
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
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@@ -31,6 +31,7 @@
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#pragma once
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h"
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@@ -86,7 +87,7 @@ private:
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BokehDofShaderRD compute_shader;
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BokehDofRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipelines[BOKEH_MAX];
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PipelineDeferredRD compute_pipelines[BOKEH_MAX];
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PipelineCacheRD raster_pipelines[BOKEH_MAX];
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} bokeh;
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@@ -96,7 +96,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
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for (int i = 0; i < COPY_MODE_MAX; i++) {
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if (copy.shader.is_variant_enabled(i)) {
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copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
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copy.pipelines[i].create_compute_pipeline(copy.shader.version_get_shader(copy.shader_version, i));
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}
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}
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}
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@@ -162,7 +162,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
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cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
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cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
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cubemap_downsampler.compute_pipeline.create_compute_pipeline(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
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cubemap_downsampler.raster_pipeline.clear();
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}
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}
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@@ -216,7 +216,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
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filter.shader_version = filter.compute_shader.version_create();
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for (int i = 0; i < FILTER_MODE_MAX; i++) {
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filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
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filter.compute_pipelines[i].create_compute_pipeline(filter.compute_shader.version_get_shader(filter.shader_version, i));
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filter.raster_pipelines[i].clear();
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}
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@@ -249,7 +249,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
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roughness.shader_version = roughness.compute_shader.version_create();
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roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
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roughness.compute_pipeline.create_compute_pipeline(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
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roughness.raster_pipeline.clear();
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}
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}
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@@ -306,6 +306,17 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
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}
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CopyEffects::~CopyEffects() {
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for (int i = 0; i < COPY_MODE_MAX; i++) {
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copy.pipelines[i].free();
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}
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for (int i = 0; i < FILTER_MODE_MAX; i++) {
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filter.compute_pipelines[i].free();
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}
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cubemap_downsampler.compute_pipeline.free();
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roughness.compute_pipeline.free();
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if (prefer_raster_effects) {
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blur_raster.shader.version_free(blur_raster.shader_version);
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cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
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@@ -377,7 +388,7 @@ void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, cons
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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@@ -412,7 +423,7 @@ void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panoram
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cube), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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@@ -449,7 +460,7 @@ void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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@@ -488,7 +499,7 @@ void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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@@ -695,7 +706,7 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
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ERR_FAIL_COND(shader.is_null());
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RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3);
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@@ -777,7 +788,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3);
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if (p_auto_exposure.is_valid() && p_first_pass) {
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@@ -890,7 +901,7 @@ void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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@@ -959,7 +970,7 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
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@@ -1056,7 +1067,7 @@ void CopyEffects::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, c
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline.get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_cubemap), 1);
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@@ -1133,7 +1144,7 @@ void CopyEffects::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubema
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode]);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode].get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
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@@ -1207,7 +1218,7 @@ void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture,
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ERR_FAIL_COND(shader.is_null());
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline.get_rid());
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_texture), 1);
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@@ -31,6 +31,7 @@
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#pragma once
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
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@@ -161,7 +162,7 @@ private:
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CopyPushConstant push_constant;
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CopyShaderRD shader;
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RID shader_version;
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RID pipelines[COPY_MODE_MAX];
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PipelineDeferredRD pipelines[COPY_MODE_MAX];
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} copy;
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@@ -237,7 +238,7 @@ private:
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CubemapDownsamplerShaderRD compute_shader;
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CubemapDownsamplerRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipeline;
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PipelineDeferredRD compute_pipeline;
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PipelineCacheRD raster_pipeline;
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} cubemap_downsampler;
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@@ -259,7 +260,7 @@ private:
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CubemapFilterShaderRD compute_shader;
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CubemapFilterRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipelines[FILTER_MODE_MAX];
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PipelineDeferredRD compute_pipelines[FILTER_MODE_MAX];
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PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
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RID uniform_set;
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@@ -283,7 +284,7 @@ private:
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CubemapRoughnessShaderRD compute_shader;
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CubemapRoughnessRasterShaderRD raster_shader;
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||||
RID shader_version;
|
||||
RID compute_pipeline;
|
||||
PipelineDeferredRD compute_pipeline;
|
||||
PipelineCacheRD raster_pipeline;
|
||||
} roughness;
|
||||
|
||||
|
@@ -48,10 +48,11 @@ FSR::FSR() {
|
||||
}
|
||||
|
||||
shader_version = fsr_shader.version_create();
|
||||
pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, variant));
|
||||
pipeline.create_compute_pipeline(fsr_shader.version_get_shader(shader_version, variant));
|
||||
}
|
||||
|
||||
FSR::~FSR() {
|
||||
pipeline.free();
|
||||
fsr_shader.version_free(shader_version);
|
||||
}
|
||||
|
||||
@@ -82,7 +83,7 @@ void FSR::process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_te
|
||||
int dispatch_y = (target_size.y + 15) / 16;
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline.get_rid());
|
||||
|
||||
push_constant.resolution_width = internal_size.width;
|
||||
push_constant.resolution_height = internal_size.height;
|
||||
|
@@ -33,6 +33,7 @@
|
||||
#include "spatial_upscaler.h"
|
||||
|
||||
#include "../storage_rd/render_scene_buffers_rd.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h"
|
||||
|
||||
namespace RendererRD {
|
||||
@@ -69,7 +70,7 @@ private:
|
||||
|
||||
FsrUpscaleShaderRD fsr_shader;
|
||||
RID shader_version;
|
||||
RID pipeline;
|
||||
PipelineDeferredRD pipeline;
|
||||
};
|
||||
|
||||
} // namespace RendererRD
|
||||
|
@@ -66,7 +66,7 @@ SSEffects::SSEffects() {
|
||||
ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
|
||||
|
||||
for (int i = 0; i < SS_EFFECTS_MAX; i++) {
|
||||
ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
|
||||
ss_effects.pipelines[i].create_compute_pipeline(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
|
||||
}
|
||||
|
||||
ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
|
||||
@@ -112,7 +112,7 @@ SSEffects::SSEffects() {
|
||||
ssil.gather_shader_version = ssil.gather_shader.version_create();
|
||||
|
||||
for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
|
||||
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
|
||||
ssil.pipelines[i].create_compute_pipeline(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
|
||||
}
|
||||
ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
|
||||
}
|
||||
@@ -128,7 +128,7 @@ SSEffects::SSEffects() {
|
||||
ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
|
||||
|
||||
for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
|
||||
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));
|
||||
ssil.pipelines[i].create_compute_pipeline(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
|
||||
}
|
||||
ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
|
||||
int zero[1] = { 0 };
|
||||
@@ -157,7 +157,7 @@ SSEffects::SSEffects() {
|
||||
|
||||
ssil.blur_shader_version = ssil.blur_shader.version_create();
|
||||
for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
|
||||
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
|
||||
ssil.pipelines[i].create_compute_pipeline(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -171,7 +171,7 @@ SSEffects::SSEffects() {
|
||||
|
||||
ssil.interleave_shader_version = ssil.interleave_shader.version_create();
|
||||
for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
|
||||
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
|
||||
ssil.pipelines[i].create_compute_pipeline(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -201,7 +201,7 @@ SSEffects::SSEffects() {
|
||||
ssao.gather_shader_version = ssao.gather_shader.version_create();
|
||||
|
||||
for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
|
||||
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
|
||||
ssao.pipelines[pipeline].create_compute_pipeline(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
|
||||
pipeline++;
|
||||
}
|
||||
}
|
||||
@@ -217,7 +217,7 @@ SSEffects::SSEffects() {
|
||||
ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
|
||||
|
||||
for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
|
||||
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));
|
||||
ssao.pipelines[pipeline].create_compute_pipeline(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
|
||||
|
||||
pipeline++;
|
||||
}
|
||||
@@ -250,7 +250,7 @@ SSEffects::SSEffects() {
|
||||
ssao.blur_shader_version = ssao.blur_shader.version_create();
|
||||
|
||||
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
|
||||
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
|
||||
ssao.pipelines[pipeline].create_compute_pipeline(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
|
||||
|
||||
pipeline++;
|
||||
}
|
||||
@@ -266,8 +266,7 @@ SSEffects::SSEffects() {
|
||||
|
||||
ssao.interleave_shader_version = ssao.interleave_shader.version_create();
|
||||
for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
|
||||
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
|
||||
RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
|
||||
ssao.pipelines[pipeline].create_compute_pipeline(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
|
||||
pipeline++;
|
||||
}
|
||||
}
|
||||
@@ -300,7 +299,7 @@ SSEffects::SSEffects() {
|
||||
|
||||
for (int v = 0; v < SSR_VARIATIONS; v++) {
|
||||
specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
|
||||
ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
|
||||
ssr_scale.pipelines[v].create_compute_pipeline(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -315,7 +314,7 @@ SSEffects::SSEffects() {
|
||||
for (int v = 0; v < SSR_VARIATIONS; v++) {
|
||||
specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
|
||||
for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
|
||||
ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
|
||||
ssr.pipelines[v][i].create_compute_pipeline(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -331,7 +330,7 @@ SSEffects::SSEffects() {
|
||||
for (int v = 0; v < SSR_VARIATIONS; v++) {
|
||||
specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
|
||||
for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
|
||||
ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
|
||||
ssr_filter.pipelines[v][i].create_compute_pipeline(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -352,8 +351,8 @@ SSEffects::SSEffects() {
|
||||
|
||||
sss.shader_version = sss.shader.version_create();
|
||||
|
||||
for (int i = 0; i < sss_modes.size(); i++) {
|
||||
sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
|
||||
for (int i = 0; i < SUBSURFACE_SCATTERING_MODE_MAX; i++) {
|
||||
sss.pipelines[i].create_compute_pipeline(sss.shader.version_get_shader(sss.shader_version, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -361,6 +360,15 @@ SSEffects::SSEffects() {
|
||||
SSEffects::~SSEffects() {
|
||||
{
|
||||
// Cleanup SS Reflections
|
||||
for (int v = 0; v < SSR_VARIATIONS; v++) {
|
||||
for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
|
||||
ssr.pipelines[v][i].free();
|
||||
ssr_filter.pipelines[v][i].free();
|
||||
}
|
||||
|
||||
ssr_scale.pipelines[v].free();
|
||||
}
|
||||
|
||||
ssr.shader.version_free(ssr.shader_version);
|
||||
ssr_filter.shader.version_free(ssr_filter.shader_version);
|
||||
ssr_scale.shader.version_free(ssr_scale.shader_version);
|
||||
@@ -372,6 +380,10 @@ SSEffects::~SSEffects() {
|
||||
|
||||
{
|
||||
// Cleanup SS downsampler
|
||||
for (int i = 0; i < SS_EFFECTS_MAX; i++) {
|
||||
ss_effects.pipelines[i].free();
|
||||
}
|
||||
|
||||
ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
|
||||
|
||||
RD::get_singleton()->free_rid(ss_effects.mirror_sampler);
|
||||
@@ -380,6 +392,10 @@ SSEffects::~SSEffects() {
|
||||
|
||||
{
|
||||
// Cleanup SSIL
|
||||
for (int i = 0; i < SSIL_MAX; i++) {
|
||||
ssil.pipelines[i].free();
|
||||
}
|
||||
|
||||
ssil.blur_shader.version_free(ssil.blur_shader_version);
|
||||
ssil.gather_shader.version_free(ssil.gather_shader_version);
|
||||
ssil.interleave_shader.version_free(ssil.interleave_shader_version);
|
||||
@@ -391,6 +407,10 @@ SSEffects::~SSEffects() {
|
||||
|
||||
{
|
||||
// Cleanup SSAO
|
||||
for (int i = 0; i < SSAO_MAX; i++) {
|
||||
ssao.pipelines[i].free();
|
||||
}
|
||||
|
||||
ssao.blur_shader.version_free(ssao.blur_shader_version);
|
||||
ssao.gather_shader.version_free(ssao.gather_shader_version);
|
||||
ssao.interleave_shader.version_free(ssao.interleave_shader_version);
|
||||
@@ -401,6 +421,10 @@ SSEffects::~SSEffects() {
|
||||
|
||||
{
|
||||
// Cleanup Subsurface scattering
|
||||
for (int i = 0; i < SUBSURFACE_SCATTERING_MODE_MAX; i++) {
|
||||
sss.pipelines[i].free();
|
||||
}
|
||||
|
||||
sss.shader.version_free(sss.shader_version);
|
||||
}
|
||||
|
||||
@@ -512,7 +536,7 @@ void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uin
|
||||
RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
|
||||
RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
|
||||
if (use_mips) {
|
||||
@@ -791,7 +815,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
ssil.importance_map_push_constant.intensity = p_settings.intensity * Math::PI;
|
||||
|
||||
//base pass
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE].get_rid());
|
||||
gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
|
||||
|
||||
//generate importance map
|
||||
@@ -799,7 +823,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
|
||||
RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP].get_rid());
|
||||
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);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
|
||||
@@ -811,7 +835,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
|
||||
RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA].get_rid());
|
||||
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);
|
||||
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);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
|
||||
@@ -822,7 +846,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
|
||||
RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB].get_rid());
|
||||
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);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
|
||||
@@ -832,9 +856,9 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
|
||||
RD::get_singleton()->draw_command_end_label(); // Importance Map
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE].get_rid());
|
||||
} else {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER].get_rid());
|
||||
}
|
||||
|
||||
gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
|
||||
@@ -867,7 +891,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
continue;
|
||||
}
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline].get_rid());
|
||||
if (pass % 2 == 0) {
|
||||
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
|
||||
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
|
||||
@@ -926,7 +950,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
|
||||
|
||||
shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline].get_rid());
|
||||
|
||||
RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
|
||||
RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
|
||||
@@ -1175,12 +1199,12 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
ssao.importance_map_push_constant.power = p_settings.power;
|
||||
|
||||
//base pass
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE].get_rid());
|
||||
gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
|
||||
|
||||
//generate importance map
|
||||
RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP].get_rid());
|
||||
|
||||
RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
|
||||
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);
|
||||
@@ -1194,7 +1218,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
|
||||
//process importance map A
|
||||
RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA].get_rid());
|
||||
|
||||
RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
|
||||
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);
|
||||
@@ -1208,7 +1232,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
|
||||
//process Importance Map B
|
||||
RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB].get_rid());
|
||||
|
||||
RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
|
||||
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);
|
||||
@@ -1219,10 +1243,10 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
|
||||
RD::get_singleton()->compute_list_add_barrier(compute_list);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE].get_rid());
|
||||
RD::get_singleton()->draw_command_end_label(); // Importance Map
|
||||
} else {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER].get_rid());
|
||||
}
|
||||
|
||||
gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
|
||||
@@ -1258,7 +1282,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
}
|
||||
|
||||
RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline].get_rid());
|
||||
if (pass % 2 == 0) {
|
||||
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
|
||||
RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
|
||||
@@ -1312,7 +1336,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
|
||||
}
|
||||
|
||||
RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline].get_rid());
|
||||
|
||||
RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
|
||||
@@ -1439,7 +1463,7 @@ void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffe
|
||||
|
||||
RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization].get_rid());
|
||||
|
||||
RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
|
||||
@@ -1486,7 +1510,7 @@ void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffe
|
||||
ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
|
||||
RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode].get_rid());
|
||||
|
||||
RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
|
||||
@@ -1554,7 +1578,7 @@ void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffe
|
||||
|
||||
RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode].get_rid());
|
||||
|
||||
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
|
||||
RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
|
||||
@@ -1582,7 +1606,7 @@ void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffe
|
||||
mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
|
||||
shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode].get_rid());
|
||||
|
||||
push_constant.vertical = 1;
|
||||
|
||||
@@ -1656,7 +1680,7 @@ void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffer
|
||||
sss.push_constant.depth_scale = sss_depth_scale;
|
||||
|
||||
RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1].get_rid());
|
||||
|
||||
RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
|
||||
RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
|
||||
|
@@ -30,6 +30,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
|
||||
@@ -210,7 +211,7 @@ private:
|
||||
|
||||
RID mirror_sampler;
|
||||
|
||||
RID pipelines[SS_EFFECTS_MAX];
|
||||
PipelineDeferredRD pipelines[SS_EFFECTS_MAX];
|
||||
} ss_effects;
|
||||
|
||||
/* SSIL */
|
||||
@@ -307,7 +308,7 @@ private:
|
||||
SsilInterleaveShaderRD interleave_shader;
|
||||
RID interleave_shader_version;
|
||||
|
||||
RID pipelines[SSIL_MAX];
|
||||
PipelineDeferredRD pipelines[SSIL_MAX];
|
||||
} ssil;
|
||||
|
||||
void 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);
|
||||
@@ -401,7 +402,7 @@ private:
|
||||
SsaoInterleaveShaderRD interleave_shader;
|
||||
RID interleave_shader_version;
|
||||
|
||||
RID pipelines[SSAO_MAX];
|
||||
PipelineDeferredRD pipelines[SSAO_MAX];
|
||||
} ssao;
|
||||
|
||||
void 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);
|
||||
@@ -435,7 +436,7 @@ private:
|
||||
struct ScreenSpaceReflectionScale {
|
||||
ScreenSpaceReflectionScaleShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS];
|
||||
PipelineDeferredRD pipelines[SSR_VARIATIONS];
|
||||
} ssr_scale;
|
||||
|
||||
// SSR main
|
||||
@@ -469,7 +470,7 @@ private:
|
||||
struct ScreenSpaceReflection {
|
||||
ScreenSpaceReflectionShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
|
||||
PipelineDeferredRD pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
|
||||
|
||||
RID ubo;
|
||||
} ssr;
|
||||
@@ -498,11 +499,18 @@ private:
|
||||
struct ScreenSpaceReflectionFilter {
|
||||
ScreenSpaceReflectionFilterShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
|
||||
PipelineDeferredRD pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
|
||||
} ssr_filter;
|
||||
|
||||
/* Subsurface scattering */
|
||||
|
||||
enum SSSMode {
|
||||
SUBSURFACE_SCATTERING_MODE_LOW_QUALITY,
|
||||
SUBSURFACE_SCATTERING_MODE_MEDIUM_QUALITY,
|
||||
SUBSURFACE_SCATTERING_MODE_HIGH_QUALITY,
|
||||
SUBSURFACE_SCATTERING_MODE_MAX
|
||||
};
|
||||
|
||||
struct SubSurfaceScatteringPushConstant {
|
||||
int32_t screen_size[2];
|
||||
float camera_z_far;
|
||||
@@ -521,7 +529,7 @@ private:
|
||||
SubSurfaceScatteringPushConstant push_constant;
|
||||
SubsurfaceScatteringShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[3]; //3 quality levels
|
||||
PipelineDeferredRD pipelines[SUBSURFACE_SCATTERING_MODE_MAX];
|
||||
} sss;
|
||||
};
|
||||
|
||||
|
@@ -325,7 +325,7 @@ ALBEDO = vec3(1.0);
|
||||
|
||||
volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
|
||||
for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
|
||||
volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(i)));
|
||||
volumetric_fog.process_pipelines[i].create_compute_pipeline(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(i)));
|
||||
}
|
||||
volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
|
||||
}
|
||||
@@ -333,7 +333,9 @@ ALBEDO = vec3(1.0);
|
||||
|
||||
void Fog::free_fog_shader() {
|
||||
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
||||
|
||||
for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
|
||||
volumetric_fog.process_pipelines[i].free();
|
||||
}
|
||||
if (volumetric_fog.process_shader_version.is_valid()) {
|
||||
volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
|
||||
}
|
||||
@@ -380,6 +382,8 @@ void Fog::FogShaderData::set_code(const String &p_code) {
|
||||
|
||||
if (version.is_null()) {
|
||||
version = fog_singleton->volumetric_fog.shader.version_create();
|
||||
} else {
|
||||
pipeline.free();
|
||||
}
|
||||
|
||||
fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
|
||||
@@ -389,7 +393,7 @@ void Fog::FogShaderData::set_code(const String &p_code) {
|
||||
ubo_offsets = gen_code.uniform_offsets;
|
||||
texture_uniforms = gen_code.texture_uniforms;
|
||||
|
||||
pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, _get_fog_variant()));
|
||||
pipeline.create_compute_pipeline(fog_singleton->volumetric_fog.shader.version_get_shader(version, _get_fog_variant()));
|
||||
|
||||
valid = true;
|
||||
}
|
||||
@@ -414,9 +418,10 @@ Pair<ShaderRD *, RID> Fog::FogShaderData::get_native_shader_and_version() const
|
||||
}
|
||||
|
||||
Fog::FogShaderData::~FogShaderData() {
|
||||
pipeline.free();
|
||||
|
||||
Fog *fog_singleton = Fog::get_singleton();
|
||||
ERR_FAIL_NULL(fog_singleton);
|
||||
//pipeline variants will clear themselves if shader is gone
|
||||
if (version.is_valid()) {
|
||||
fog_singleton->volumetric_fog.shader.version_free(version);
|
||||
}
|
||||
@@ -768,7 +773,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
|
||||
RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline.get_rid());
|
||||
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
|
||||
@@ -1138,7 +1143,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY].get_rid());
|
||||
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
|
||||
|
||||
@@ -1150,7 +1155,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
|
||||
// Copy fog to history buffer
|
||||
if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
|
||||
RD::get_singleton()->compute_list_add_barrier(compute_list);
|
||||
@@ -1162,7 +1167,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
|
||||
RENDER_TIMESTAMP("Filter Fog");
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
|
||||
|
||||
@@ -1173,7 +1178,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms);
|
||||
|
||||
compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
|
||||
|
||||
@@ -1184,7 +1189,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
RENDER_TIMESTAMP("Integrate Fog");
|
||||
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
|
||||
|
||||
|
@@ -35,6 +35,7 @@
|
||||
#include "servers/rendering/environment/renderer_fog.h"
|
||||
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
|
||||
#include "servers/rendering/renderer_rd/environment/gi.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
|
||||
@@ -189,7 +190,7 @@ private:
|
||||
VolumetricFogProcessShaderRD process_shader;
|
||||
|
||||
RID process_shader_version;
|
||||
RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
|
||||
PipelineDeferredRD process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
|
||||
|
||||
} volumetric_fog;
|
||||
|
||||
@@ -199,7 +200,7 @@ private:
|
||||
bool valid = false;
|
||||
RID version;
|
||||
|
||||
RID pipeline;
|
||||
PipelineDeferredRD pipeline;
|
||||
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
|
@@ -1247,7 +1247,7 @@ void GI::SDFGI::update_light() {
|
||||
/* Update dynamic light */
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC].get_rid());
|
||||
|
||||
SDFGIShader::DirectLightPushConstant push_constant;
|
||||
|
||||
@@ -1367,7 +1367,7 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
|
||||
render_pass++;
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS].get_rid());
|
||||
|
||||
int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
|
||||
for (uint32_t i = 0; i < cascades.size(); i++) {
|
||||
@@ -1412,7 +1412,7 @@ void GI::SDFGI::store_probes() {
|
||||
RENDER_TIMESTAMP("Average SDFGI Probes");
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE].get_rid());
|
||||
|
||||
//convert to octahedral to store
|
||||
push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
|
||||
@@ -1607,7 +1607,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection
|
||||
}
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline.get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set[v], 0);
|
||||
|
||||
SDFGIShader::DebugPushConstant push_constant;
|
||||
@@ -2067,14 +2067,14 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
|
||||
//must pre scroll existing data because not all is dirty
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0);
|
||||
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer_call, 0);
|
||||
// no barrier do all together
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0);
|
||||
|
||||
Vector3i dirty = cascades[cascade].dirty_regions;
|
||||
@@ -2122,7 +2122,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
ipush_constant.scroll[1] = dirty.y / probe_divisor;
|
||||
ipush_constant.scroll[2] = dirty.z / probe_divisor;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
|
||||
@@ -2130,7 +2130,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
|
||||
RD::get_singleton()->compute_list_add_barrier(compute_list);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
|
||||
@@ -2141,7 +2141,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
if (bounce_feedback > 0.0) {
|
||||
//multibounce requires this to be stored so direct light can read from it
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE].get_rid());
|
||||
|
||||
//convert to octahedral to store
|
||||
ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
|
||||
@@ -2171,7 +2171,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
push_constant.grid_size >>= 1;
|
||||
|
||||
uint32_t cascade_half_size = cascade_size >> 1;
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
|
||||
@@ -2185,7 +2185,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
|
||||
uint32_t s = cascade_half_size;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD].get_rid());
|
||||
|
||||
int jf_us = 0;
|
||||
//start with regular jump flood for very coarse reads, as this is impossible to optimize
|
||||
@@ -2206,7 +2206,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
|
||||
|
||||
//continue with optimized jump flood for smaller reads
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED].get_rid());
|
||||
while (s > 1) {
|
||||
s /= 2;
|
||||
push_constant.step_size = s;
|
||||
@@ -2221,7 +2221,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
// restore grid size for last passes
|
||||
push_constant.grid_size = cascade_size;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
|
||||
@@ -2231,7 +2231,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
|
||||
push_constant.half_size = false;
|
||||
push_constant.step_size = 1;
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
|
||||
@@ -2241,7 +2241,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
//full size jumpflood
|
||||
RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
|
||||
@@ -2252,7 +2252,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
{
|
||||
uint32_t s = cascade_size;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD].get_rid());
|
||||
|
||||
int jf_us = 0;
|
||||
//start with regular jump flood for very coarse reads, as this is impossible to optimize
|
||||
@@ -2273,7 +2273,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
|
||||
|
||||
//continue with optimized jump flood for smaller reads
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED].get_rid());
|
||||
while (s > 1) {
|
||||
s /= 2;
|
||||
push_constant.step_size = s;
|
||||
@@ -2293,7 +2293,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR;
|
||||
Vector3i probe_global_pos = cascades[cascade].position / probe_size;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0);
|
||||
for (int i = 0; i < 8; i++) {
|
||||
//dispatch all at once for performance
|
||||
@@ -2323,7 +2323,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
|
||||
RENDER_TIMESTAMP("SDFGI Store");
|
||||
|
||||
// store
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
|
||||
@@ -2481,7 +2481,7 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen
|
||||
/* Static Lights */
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC].get_rid());
|
||||
|
||||
SDFGIShader::DirectLightPushConstant dl_push_constant;
|
||||
|
||||
@@ -2985,9 +2985,9 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
|
||||
if (p_update_light_instances) {
|
||||
for (int i = 0; i < mipmaps.size(); i++) {
|
||||
if (i == 0) {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[pass == 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[pass == 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE].get_rid());
|
||||
} else if (i == 1) {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP].get_rid());
|
||||
}
|
||||
|
||||
if (pass == 1 || i > 0) {
|
||||
@@ -3015,7 +3015,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
|
||||
RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
|
||||
}
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE].get_rid());
|
||||
|
||||
for (int i = 0; i < mipmaps.size(); i++) {
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0);
|
||||
@@ -3174,7 +3174,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
|
||||
|
||||
//process lighting
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch(compute_list, Math::division_round_up(rect.size.x, 8), Math::division_round_up(rect.size.y, 8), 1);
|
||||
@@ -3231,11 +3231,11 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
|
||||
RD::get_singleton()->compute_list_add_barrier(compute_list);
|
||||
|
||||
if (dynamic_maps[k].mipmap < 0) {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE].get_rid());
|
||||
} else if (k < dynamic_maps.size() - 1) {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT].get_rid());
|
||||
} else {
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT].get_rid());
|
||||
}
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
|
||||
@@ -3373,6 +3373,30 @@ GI::GI() {
|
||||
}
|
||||
|
||||
GI::~GI() {
|
||||
for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) {
|
||||
for (int i = 0; i < MODE_MAX; i++) {
|
||||
pipelines[v][i].free();
|
||||
}
|
||||
}
|
||||
|
||||
sdfgi_shader.debug_pipeline.free();
|
||||
|
||||
for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
|
||||
sdfgi_shader.direct_light_pipeline[i].free();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) {
|
||||
sdfgi_shader.integrate_pipeline[i].free();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) {
|
||||
sdfgi_shader.preprocess_pipeline[i].free();
|
||||
}
|
||||
|
||||
for (int i = 0; i < VOXEL_GI_SHADER_VERSION_MAX; i++) {
|
||||
voxel_gi_lighting_shader_version_pipelines[i].free();
|
||||
}
|
||||
|
||||
if (voxel_gi_debug_shader_version.is_valid()) {
|
||||
voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version);
|
||||
}
|
||||
@@ -3430,7 +3454,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
voxel_gi_lighting_shader_version = voxel_gi_shader.version_create();
|
||||
for (int i = 0; i < VOXEL_GI_SHADER_VERSION_MAX; i++) {
|
||||
voxel_gi_lighting_shader_version_shaders[i] = voxel_gi_shader.version_get_shader(voxel_gi_lighting_shader_version, i);
|
||||
voxel_gi_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(voxel_gi_lighting_shader_version_shaders[i]);
|
||||
voxel_gi_lighting_shader_version_pipelines[i].create_compute_pipeline(voxel_gi_lighting_shader_version_shaders[i]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3475,7 +3499,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
|
||||
sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
|
||||
for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) {
|
||||
sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
|
||||
sdfgi_shader.preprocess_pipeline[i].create_compute_pipeline(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3489,7 +3513,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
|
||||
sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
|
||||
for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
|
||||
sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
|
||||
sdfgi_shader.direct_light_pipeline[i].create_compute_pipeline(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3510,7 +3534,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
|
||||
|
||||
for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) {
|
||||
sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
|
||||
sdfgi_shader.integrate_pipeline[i].create_compute_pipeline(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
|
||||
}
|
||||
|
||||
{
|
||||
@@ -3592,7 +3616,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
|
||||
int variant_base = vrs_supported ? MODE_MAX : 0;
|
||||
for (int i = 0; i < MODE_MAX; i++) {
|
||||
pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, variant_base + i), specialization_constants);
|
||||
pipelines[v][i].create_compute_pipeline(shader.version_get_shader(shader_version, variant_base + i), specialization_constants);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3605,7 +3629,7 @@ void GI::init(SkyRD *p_sky) {
|
||||
sdfgi_shader.debug.initialize(debug_modes, defines);
|
||||
sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
|
||||
sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
|
||||
sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
|
||||
sdfgi_shader.debug_pipeline.create_compute_pipeline(sdfgi_shader.debug_shader_version);
|
||||
}
|
||||
{
|
||||
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
|
||||
@@ -4090,7 +4114,7 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
|
||||
rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, variant_base), 0);
|
||||
}
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
|
||||
|
||||
|
@@ -35,6 +35,7 @@
|
||||
#include "servers/rendering/environment/renderer_gi.h"
|
||||
#include "servers/rendering/renderer_compositor.h"
|
||||
#include "servers/rendering/renderer_rd/environment/sky.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
|
||||
@@ -232,7 +233,7 @@ private:
|
||||
VoxelGiShaderRD voxel_gi_shader;
|
||||
RID voxel_gi_lighting_shader_version;
|
||||
RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
|
||||
RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
|
||||
PipelineDeferredRD voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
|
||||
|
||||
enum {
|
||||
VOXEL_GI_DEBUG_COLOR,
|
||||
@@ -289,7 +290,7 @@ private:
|
||||
|
||||
SdfgiPreprocessShaderRD preprocess;
|
||||
RID preprocess_shader;
|
||||
RID preprocess_pipeline[PRE_PROCESS_MAX];
|
||||
PipelineDeferredRD preprocess_pipeline[PRE_PROCESS_MAX];
|
||||
|
||||
struct DebugPushConstant {
|
||||
float grid_size[3];
|
||||
@@ -308,7 +309,7 @@ private:
|
||||
SdfgiDebugShaderRD debug;
|
||||
RID debug_shader;
|
||||
RID debug_shader_version;
|
||||
RID debug_pipeline;
|
||||
PipelineDeferredRD debug_pipeline;
|
||||
|
||||
enum ProbeDebugMode {
|
||||
PROBE_DEBUG_PROBES,
|
||||
@@ -381,7 +382,7 @@ private:
|
||||
};
|
||||
SdfgiDirectLightShaderRD direct_light;
|
||||
RID direct_light_shader;
|
||||
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
|
||||
PipelineDeferredRD direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
|
||||
|
||||
enum {
|
||||
INTEGRATE_MODE_PROCESS,
|
||||
@@ -424,7 +425,7 @@ private:
|
||||
|
||||
SdfgiIntegrateShaderRD integrate;
|
||||
RID integrate_shader;
|
||||
RID integrate_pipeline[INTEGRATE_MODE_MAX];
|
||||
PipelineDeferredRD integrate_pipeline[INTEGRATE_MODE_MAX];
|
||||
|
||||
RID integrate_default_sky_uniform_set;
|
||||
|
||||
@@ -815,7 +816,7 @@ public:
|
||||
bool half_resolution = false;
|
||||
GiShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
|
||||
PipelineDeferredRD pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
|
||||
|
||||
GI();
|
||||
~GI();
|
||||
|
126
servers/rendering/renderer_rd/pipeline_deferred_rd.h
Normal file
126
servers/rendering/renderer_rd/pipeline_deferred_rd.h
Normal file
@@ -0,0 +1,126 @@
|
||||
/**************************************************************************/
|
||||
/* pipeline_deferred_rd.h */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
||||
// Helper class for automatically deferring compilation of a pipeline to a background task.
|
||||
// When attempting to retrieve the pipeline with the getter, the caller will automatically
|
||||
// wait for it to be ready.
|
||||
|
||||
class PipelineDeferredRD {
|
||||
protected:
|
||||
struct CreationParameters {
|
||||
RID shader;
|
||||
RD::FramebufferFormatID framebuffer_format;
|
||||
RD::VertexFormatID vertex_format;
|
||||
RD::RenderPrimitive render_primitive;
|
||||
RD::PipelineRasterizationState rasterization_state;
|
||||
RD::PipelineMultisampleState multisample_state;
|
||||
RD::PipelineDepthStencilState depth_stencil_state;
|
||||
RD::PipelineColorBlendState blend_state;
|
||||
BitField<RD::PipelineDynamicStateFlags> dynamic_state_flags;
|
||||
uint32_t for_render_pass;
|
||||
Vector<RD::PipelineSpecializationConstant> specialization_constants;
|
||||
bool is_compute;
|
||||
};
|
||||
|
||||
RID pipeline;
|
||||
WorkerThreadPool::TaskID task = WorkerThreadPool::INVALID_TASK_ID;
|
||||
|
||||
void _create(const CreationParameters &c) {
|
||||
if (c.is_compute) {
|
||||
pipeline = RD::get_singleton()->compute_pipeline_create(c.shader, c.specialization_constants);
|
||||
} else {
|
||||
pipeline = RD::get_singleton()->render_pipeline_create(c.shader, c.framebuffer_format, c.vertex_format, c.render_primitive, c.rasterization_state, c.multisample_state, c.depth_stencil_state, c.blend_state, c.dynamic_state_flags, c.for_render_pass, c.specialization_constants);
|
||||
}
|
||||
}
|
||||
|
||||
void _start(const CreationParameters &c) {
|
||||
free();
|
||||
task = WorkerThreadPool::get_singleton()->add_template_task(this, &PipelineDeferredRD::_create, c, true, "PipelineCompilation");
|
||||
}
|
||||
|
||||
void _wait() {
|
||||
if (task != WorkerThreadPool::INVALID_TASK_ID) {
|
||||
WorkerThreadPool::get_singleton()->wait_for_task_completion(task);
|
||||
task = WorkerThreadPool::INVALID_TASK_ID;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
PipelineDeferredRD() {
|
||||
// Default constructor.
|
||||
}
|
||||
|
||||
~PipelineDeferredRD() {
|
||||
free();
|
||||
}
|
||||
|
||||
void create_render_pipeline(RID p_shader, RD::FramebufferFormatID p_framebuffer_format, RD::VertexFormatID p_vertex_format, RD::RenderPrimitive p_render_primitive, const RD::PipelineRasterizationState &p_rasterization_state, const RD::PipelineMultisampleState &p_multisample_state, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, BitField<RD::PipelineDynamicStateFlags> p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
|
||||
CreationParameters c;
|
||||
c.shader = p_shader;
|
||||
c.framebuffer_format = p_framebuffer_format;
|
||||
c.vertex_format = p_vertex_format;
|
||||
c.render_primitive = p_render_primitive;
|
||||
c.rasterization_state = p_rasterization_state;
|
||||
c.multisample_state = p_multisample_state;
|
||||
c.depth_stencil_state = p_depth_stencil_state;
|
||||
c.blend_state = p_blend_state;
|
||||
c.dynamic_state_flags = p_dynamic_state_flags;
|
||||
c.for_render_pass = p_for_render_pass;
|
||||
c.specialization_constants = p_specialization_constants;
|
||||
c.is_compute = false;
|
||||
_start(c);
|
||||
}
|
||||
|
||||
void create_compute_pipeline(RID p_shader, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
|
||||
CreationParameters c = {};
|
||||
c.shader = p_shader;
|
||||
c.specialization_constants = p_specialization_constants;
|
||||
c.is_compute = true;
|
||||
_start(c);
|
||||
}
|
||||
|
||||
RID get_rid() {
|
||||
_wait();
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
void free() {
|
||||
_wait();
|
||||
|
||||
if (pipeline.is_valid()) {
|
||||
RD::get_singleton()->free_rid(pipeline);
|
||||
pipeline = RID();
|
||||
}
|
||||
}
|
||||
};
|
@@ -180,17 +180,22 @@ void process() {
|
||||
|
||||
for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
|
||||
for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
|
||||
particles_shader.copy_pipelines[i * ParticlesShader::COPY_MODE_MAX + j] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j));
|
||||
particles_shader.copy_pipelines[i][j].create_compute_pipeline(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ParticlesStorage::~ParticlesStorage() {
|
||||
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
||||
for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
|
||||
for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
|
||||
particles_shader.copy_pipelines[i][j].free();
|
||||
}
|
||||
}
|
||||
|
||||
particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
|
||||
|
||||
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
||||
material_storage->material_free(particles_shader.default_material);
|
||||
material_storage->shader_free(particles_shader.default_shader);
|
||||
|
||||
@@ -1183,7 +1188,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
|
||||
|
||||
//todo should maybe compute all particle systems together?
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline.get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, BASE_UNIFORM_SET);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, MATERIAL_UNIFORM_SET);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, COLLISION_TEXTURTES_UNIFORM_SET);
|
||||
@@ -1294,7 +1299,7 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
|
||||
if (do_sort) {
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][ParticlesShader::COPY_MODE_FILL_SORT_BUFFER].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
|
||||
@@ -1311,10 +1316,9 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
|
||||
}
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
uint32_t copy_pipeline = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES;
|
||||
copy_pipeline += particles->userdata_count * ParticlesShader::COPY_MODE_MAX;
|
||||
uint32_t copy_mode = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES;
|
||||
copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[copy_pipeline]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][copy_mode].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
|
||||
if (do_sort) {
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
|
||||
@@ -1642,7 +1646,7 @@ void ParticlesStorage::update_particles() {
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][ParticlesShader::COPY_MODE_FILL_INSTANCES].get_rid());
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant));
|
||||
@@ -1714,6 +1718,8 @@ void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
|
||||
|
||||
if (version.is_null()) {
|
||||
version = particles_storage->particles_shader.shader.version_create();
|
||||
} else {
|
||||
pipeline.free();
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
|
||||
@@ -1731,7 +1737,7 @@ void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
|
||||
|
||||
//update pipelines
|
||||
|
||||
pipeline = RD::get_singleton()->compute_pipeline_create(particles_storage->particles_shader.shader.version_get_shader(version, 0));
|
||||
pipeline.create_compute_pipeline(particles_storage->particles_shader.shader.version_get_shader(version, 0));
|
||||
|
||||
valid = true;
|
||||
}
|
||||
@@ -1753,7 +1759,8 @@ Pair<ShaderRD *, RID> ParticlesStorage::ParticlesShaderData::get_native_shader_a
|
||||
}
|
||||
|
||||
ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() {
|
||||
//pipeline variants will clear themselves if shader is gone
|
||||
pipeline.free();
|
||||
|
||||
if (version.is_valid()) {
|
||||
ParticlesStorage::get_singleton()->particles_shader.shader.version_free(version);
|
||||
}
|
||||
|
@@ -34,6 +34,7 @@
|
||||
#include "core/templates/rid_owner.h"
|
||||
#include "core/templates/self_list.h"
|
||||
#include "servers/rendering/renderer_rd/effects/sort_effects.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_deferred_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
||||
@@ -329,7 +330,7 @@ private:
|
||||
|
||||
ParticlesCopyShaderRD copy_shader;
|
||||
RID copy_shader_version;
|
||||
RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
|
||||
PipelineDeferredRD copy_pipelines[MAX_USERDATAS + 1][COPY_MODE_MAX];
|
||||
|
||||
LocalVector<float> pose_update_buffer;
|
||||
|
||||
@@ -353,7 +354,7 @@ private:
|
||||
|
||||
String code;
|
||||
|
||||
RID pipeline;
|
||||
PipelineDeferredRD pipeline;
|
||||
|
||||
bool uses_time = false;
|
||||
|
||||
|
Reference in New Issue
Block a user